Megaman Powered Up REMIX

yes, its possible.
Open your data/mugen.cfg and change this:


;-------------------------------------------------------
[Config]
;Set the game speed here. The default is 60 frames per second. The
;larger the number, the faster it goes. Don't use a value less than 10.
GameSpeed = 60

;Game native width and height.
;Recommended settings are:
;  640x480  Standard definition 4:3
; 1280x720  High definition 16:9
; 1920x1080  Full HD 16:9
GameWidth = 640
GameHeight = 480

See which screenpack your mugen.cfg is using:
; Set the motif to use.
; Motifs are themes that define the look and feel of MUGEN.
; This is not accessible in options screen.
; Note: If you install a motif that overwrites system files (not recommended)
; you may need to set the motif line to use data/system.def instead.
; motif = data/system.def  ;Use this line if using a motif that overwrites system files.
motif = data/system.def


Open it and change this:

;----------------------------
[Info]
name = "Default"          ;Name of motif
author = "Elecbyte"      ;Motif author name
versiondate = 09,01,2009  ;Version date of motif (MM-DD-YYYY) (new in MUGEN 2009)
mugenversion = 1.0        ;Version of M.U.G.E.N motif is compatible with (new in MUGEN 2009)
localcoord = 640,480
 
yeah I knew about localcoord setting, but I can't get anything to look right in fullscreen except default mugen and my own mod.

I've tried changing settings in other packs but it messes up some screens like char select.

So I should create screenpacks for 640x480 ?
I'd actually prefer this because it means not having to re-size fonts etc.

My stages are 320x240 localcoord, but also had display issues in other modes besides 1280x720/1600x900.
 
Beastie, both Mugen.cfg settings and system.def settings should use the same resolution.
And pay attention if you are modifing THE RIGHT file, its a common mistake.

About the stage, in fact there won't be any advantage (as far as I remember) to make it 1.0 (by using localcoord). Just make the stage winmugen compatible and its perfect.
 
But for example I change default mugen 1.0 to 640x480 for both it's totally messed up. 1280x720 in system.def and 680x480 in mugen.cfg it's okay.

I download a 1.0 screenpack and change nothing in it's settings at all, leave it at 640x480, and run the game, select screens etc. are all messed up. I don't have problems with winmugen at all thou.

- Yeah I had kinda half worked that out about making stages winmugen instead, but wasn't sure if that was actually a good idea.
 
in fact, you can use a 1280x720 mugen cfg and set the localcoord to 640, it works. but consumes more memory.

Winmugen stages are still good to use, unless you want to make a stage in a HD resolution, then you should make a Mugen 1.0 stage.
 
Yeah so I was stuck deciding what resolution to mod with for the screenpack.

It works as 640x480, the black bars on stages are kinda cool but I thought the whole point was they display normally on any display mode.
Shouldn't a stage that's 320x240 display fullscreen at 640x480 perfectly?

Maybe just stupid windows/driver problems or stupid LCD screen issue with mugen. 

Windowed mode works fine.
 
yeah a 320x240 stage should display perfectly IF you are on windows mode. Fullscreen will not scale the image.
There is an option for it at the mugen.cfg, if I am not wrong.
 
To confuse me more, a screenpack that does display well for me is the IMT Blue/Red ones. 
They are using localcoords 640x360. (and it's mugen.cfg is 630x480)

Maybe this could be the solution to make fit for any 4:3 or 16:1 modes.
 
loocalcords override the mugen.cfg 640x360, if I am not wrong, is the widescreen version of 640x480.

http://elecbyte.com/mugendocs/coordspace.html
http://elecbyte.com/mugendocs/mugen.html
 
That's what I figured too.

I've read over it before, but this is what I first noticed when reading it.

A limitation of motifs in 1.0 is that they are unable to adapt to game aspect ratios different from that of the motif.
The height parameter of localcoord is not used.

So was left unsure what to actually use for my own stuff I'm making and experimented with different modes.

So do you think it's best to just use 640x480 for compatability sake?
And was that why you're redoing your mod for 640?

sorry for clogging up the thread
 
That is okay. In fact, I am remaking in 640 because 1280 consumes more memory and the sprites doesn't needs all that resolution. Plus, 1280 have a little bug with positions. In Mugen, position needs to be an integer, but on that resolution, sometimes things gets 1 pixel shift (thanks to the scale) and this is pisses us off.

 
Ah I see, this was part of my reasoning too, I'd rather keep sprites and images in their original format best I can. 

Thanks for clearing that up about stages too.
 
Almost one year after the last post, here I am.

Showing some footage of Snake Man.

Please ignore some errors on the video, like the win quote, the big fonts at the player 2. I haven't touched this game for ages and I changed its resolution, so many things are out of place. Zero isn't coded yet.

Snake Man - Mega Man Powered Up Remix

There is a small chance of this project to be moved to OpenBOR engine, but I don't know yet.
I hope to release a new version on the next year. Yeah, I know, I work pretty slow, but RL kills me.



To download the latest beta avaliable, check my site http://brazilmugenteam.com/megaman-powered-up-remix/
 
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