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License: MIT License
Golang tool for automatically creating Ikemen GO movelists.
License: MIT License
Hi, I want to use this program to work on my mugen game, but it is not working. I don't know how to use it. I would appreciate an in-depth guide on how to set it up, because I'm completely lost.
Before Iguana:
[Files]
Cmd = skapon.cmd ;入力コマンド定義ファイルの登録
Cns = skapon.cns ;基本ステータス情報ファイルの登録
St = skapon.cns ;動作プログラムファイルの登録(最大10個くらい増やせます(St,St0,St1,St2......))
St0 = skapon.-2 ;強制ステート
St1 = jmf.-3 ;うちのジョイメカファイト共用ステート
StCommon = jmf'.cns ;コモン動作プログラムファイルの登録
After Iguana:
[Files]
Cmd = """skapon.cmd ;入力コマンド定義ファイルの登録"""
Cns = skapon.cns ;基本ステータス情報ファイルの登録
St = skapon.cns ;動作プログラムファイルの登録(最大10個くらい増やせます(St,St0,St1,St2......))
St0 = skapon.-2 ;強制ステート
St1 = jmf.-3 ;うちのジョイメカファイト共用ステート
StCommon = jmf'.cns ;コモン動作プログラムファイルの登録
Sprite = skapon.sff ;複数のPCX画像を1パック化したスプライトファイルの登録
Anim = skapon.air ;アニメーションファイルの登録
Sound = skapon.snd ;複数のWAV音声を1パック化したサウンドファイルの登録
; ---カラーパレットファイルの設定(最大12個まで可能)---
Pal1 = """JMNC.act ;A(ジョイメカ1Pカラー)"""
Pal2 = skapon2.act ;B(ジョイメカ2Pカラー)
Pal3 = skapon3.act ;C(水色)
Pal4 = skapon4.act ;X(橙)
Pal5 = skapon5.act ;Y(紫)
Pal6 = skapon6.act ;Z(灰色)
; ※ここから設定する下のカラーを選ぶ時は、キャラクターセレクト時に
; スタートボタン(Sボタン)を押しながら各攻撃ボタンで決定すれば使えます。
Pal7 = """skapon7.act ;SA(ゴールド)"""
Pal8 = skapon8.act ;SB(アヒャカラー)
Pal9 = skapon9.act ;SC(エメラルド)
Pal10 = skapon10.act ;SX(白)
Pal11 = skapon11.act ;SY(ピンク赤反転)
Pal12 = skapon12.act ;SZ(アニメ調)
movelist = movelist.dat
Noticed this when I was testing Iguana with certain characters such as Yamabe Yui's version of Sukapon. Definitely not good! Need to find a better way of patching character files, maybe only editing DEF files named after the parent folder.
Link to affected character. Likely breaks others as well.
Some MUGEN characters specify multiple command inputs for a move like this:
[State -1, Multiple Moves via &&]
type = ChangeState
triggerall = command = "x" && command = "y"
However, Iguana can only parse the first statement and ignores everything afterwards:
Found move: {Multiple Moves via && [command="x"&&command="y"]}
...
Reading move: Multiple Moves via &&
Tokenizing string: x
Tokenized: x
One solution would be to internally split trigger strings using &&
as a delimiter. Problem is the current control flow of scrape_moves()
doesn't really have an obvious place to slip that in, so a slight refactor might be needed first.
Like with #3, Iguana also does not currently acknowledge the Defaults
section, which is where authors can specify the default time a command must take. Right now, we just hardcode the default time value to 15
and rely on individual to override it.
This one also shouldn't be too hard to implement. Iguana only uses the time value for AI detection, so it's rather low-priority.
As pointed out by Foobs, Iguana does not currently properly strip charge commands, specifically the kind that specify a time (such as ~5a
; ~a
is fine).
To quote Elecbyte's documentation of KFM:
; tilde (~) - to detect key releases
; egs. command = ~a ;release the a button
; command = ~D, F, a ;release down, press fwd, then a
; If you want to detect "charge moves", you can specify
; the time the key must be held down for (in game-ticks)
; egs. command = ~30a ;hold a for at least 30 ticks, then release
We could probably just detect these and replace them with more 'normal' inputs during tokenization, shouldn't be too hard (probably).
This is more of a memo than a proper bug report, but I wanted to leave a note to myself as for how to go about rewriting this.
Iguana's tokenization is a process where it takes a command (such as D, DF, F, a
) and converts it into an internal intermediate form (to be exact, a string of characters called tokens such as 2,6,3,a
). This works, but it runs into problems when combined with merge()
in the case of multiple commands being assigned to the same move.
Because merge()
works on a per-character basis, the result is that individual inputs get appended to eachother, and the results can look really messy.
Take, for example, this snippet from Warusaki3's CvS Juni:
[Command]
name = "アースダイレクト1"
command = ~F, D, B, U, x
time = 40
[Command]
name = "アースダイレクト1"
command = ~F, D, B, U, ~x
time = 40
[Command]
name = "アースダイレクト1"
command = ~D, B, U, F, x
time = 40
[Command]
name = "アースダイレクト1"
command = ~D, B, U, F, ~x
time = 40
[Command]
name = "アースダイレクト1"
command = ~B, U, F, D, x
time = 40
[Command]
name = "アースダイレクト1"
command = ~B, U, F, D, ~x
time = 40
[Command]
name = "アースダイレクト1"
command = ~U, F, D, B, x
time = 40
[Command]
name = "アースダイレクト1"
command = ~U, F, D, B, ~x
time = 40
[Command]
name = "アースダイレクト1"
command = ~F, U, B, D, x
time = 40
[Command]
name = "アースダイレクト1"
command = ~F, U, B, D, ~x
time = 40
[Command]
name = "アースダイレクト1"
command = ~D, F, U, B, x
time = 40
[Command]
name = "アースダイレクト1"
command = ~D, F, U, B, ~x
time = 40
[Command]
name = "アースダイレクト1"
command = ~B, D, F, U, x
time = 40
[Command]
name = "アースダイレクト1"
command = ~B, D, F, U, ~x
time = 40
[Command]
name = "アースダイレクト1"
command = ~U, B, D, F, x
time = 40
[Command]
name = "アースダイレクト1"
command = ~U, B, D, F, ~x
time = 40
; ...
[State -1, reppuken]
type = ChangeState
value = 1500
triggerall = !var(59)
triggerall = roundstate = 2
triggerall = Command = "アースダイレクト1" || Command = "アースダイレクト2" || Command = "アースダイレクト3"
; ...
All of those above アースダイレクト1
commands are variations of the 360 motion (2684
in numpad notation), and logically one would just compress all of them down to "do a circle motion then press a button". merge()
, however, goes on a per-character basis, and being met with all of those variations (along with the other two sets I've removed from the above snippet) decides instead to concatenate them all together into this hilariously unweildy mess:
reppuken _F_+_D_+_D_+_B_+_B_+_U_+_U_+_F_+_F_+_D_+_D_+_B_+_B_+_U_+_U_D_+_B_+_B_+_U_+_U_+_F_+_F_+_U_+_U_+_F_+_F_+_D_+_D_+_B_+_XBB_+_U_+_U_+_F_+_F_+_D_+_D_+_B_+_B_+_U_+_U_+_F_+_F_+_D_+_D_U_+_F_+_F_+_D_+_D_+_B_+_B_+_D_+_D_+_B_+_B_+_U_+_U_+_F_+_F^X
Clearly, this isn't ideal! The solution that IGOCLG used (and that I want to reimplement into Iguana) is to instead tokenize motions. That way, instead of combining every input, Iguana would instead combine every motion, which should result in WAY less absurd results.
I think the best way to approach this from a coding standpoint would be to use Go's strings.Split
function to split at every comma, analyze each splice, build together a new string of tokens, and then check for motions before returning.
IGOCLG had the ability to annotate moves that required specific palettes to activate, detected by checking for the PalNo
trigger. These were also given their own special color highlight.
These should probably be disabled by default, only being applied if Iguana's given an argument like -pals
or something. In addition to that, a -palcolor
argument would likely be added too, as IGOCLG colorized palette requirements.
As shown by PoTS with Lucifer by Jade:
Iguana can occasionally output commands that claim you need to press the same button multiple times simultaneously. Since that's both logically silly and inelegant, perhaps Iguana should be able to detect this and remove duplicates.
Likely related to #6.
Iguana does not currently acknowledge the [Remap]
section, which allows authors (or more likely, end users) to remap individual characters. This shouldn't be too hard to implement.
It'd be extremely convenient for Iguana to be capable of patching .def files to include a movelist = movelist.dat
key if it's not already present in the file.
This probably shouldn't be something it does automatically by default, but rather requires an 'opt-in' via parameter (I've already reserved -def
in the code for this purpose).
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