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MugenHook Version 0.5.7 Released (14.06.21)

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Vermilion Spy

Vermilion Spy

MugenHook Version 0.5.7 Released (14.06.21) 51631106195_34e64106bd_o
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MugenHook Version 0.5.7 Released (14.06.21) Logo


Expand M.U.G.E.N engine!
MugenHook is a project aiming to add more features to the engine, this includes animated portraits, icons, multiple characters per slot and more!


What does it add?

Announcers
Custom sounds can be assigned to any cell, effectively creating character announcers. Multiple ways to set up, one including reading sounds from character file.

Animated Portraits
Character portraits can now be fully animated, optionally with animation changing upon selection.




Sliding Portraits
Character portraits can now slide on screen, with various ways to set up. Slide once on mode selection or slide on each cursor change!

Animated Icons
Character icons can now be fully animated in various ways, play once, loop anim or play animation upon variation selection.

Variations
With this feature, you can place multiple characters in one slot. Limit is 255, double pressing START will move to the next entry in the slot.



String Swaps
You can change value of many hard-coded strings, such as button names or game mode names.

Tag Restoration
Tag mode (cut from 1.1) is restored and can be fully utilized. A new CNS param 'tag' was added which allows you to check if mode is tag.
NOTE: This feature is for scripters! Enabling it does not mean that it will be possible to swap characters during game


Stage Announcer
Each stage can use a separate sound.

Magic Boxes
Allows to make timed cells in select screen, works exactly like Smoke in Mortal Kombat 3.

Various Tweaks
Main menu can be scrolled using LEFT/RIGHT instead of UP/DOWN, game modes can be hid, game mode player amount can be changed and more!

OFFICIAL DOWNLOAD LINK


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MugenHook Version 0.5.7 Released (14.06.21) 39750191021_f709bd611c_o

Oxocube

Oxocube

MugenHook Version 0.5.7 Released (14.06.21) 51240524370_550aa649d1_o
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Very interesting application.
There are so many interesting things people have learned to do for Mugen 1.1 fixes even without the elecbyte around


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"My authority is absolute & I will not tolerate Insolence!" - M.Bison, 1994

MugenHook Version 0.5.7 Released (14.06.21) WEOuZsG

Phant0mD

Phant0mD

MugenHook Version 0.5.7 Released (14.06.21) 51631106195_34e64106bd_o
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It's pretty awesome.
It would be great to contact the creator and commission him to add some additional small features similar to the ones he has already added.

My top suggestions for extra features would be:

Fight.def:

Add option to use .air animation instead of FONT in the powerbar.
For example in fight.def we currently only have:


Code:
[Powerbar]
p1.counter.font    =
p1.counter.offset  =
p1.counter.layerno =
p2.counter.font    =
p2.counter.offset  =
p2.counter.layerno =

Is it possible to add the option to change this parameter to:

Code:
[Powerbar]
p1.counter.anim    =
p1.counter.offset  =
p1.counter.layerno =
p2.counter.anim   =
p2.counter.offset  =
p2.counter.layerno =

It would be best if the sprites can be added directly to the screenpack fight.sff for this rather than the character


Also would it be possible
to use animations instead of sprites for [face].
For example we currently have this in fight.def


Code:
[face]
p1.pos=0,0
p2.pos=0,0
p1.face.spr=
p2.face.spr=
p1.face.spr = ;9000,4
p2.face.spr = ;9000,4
p1.face.facing = 1
p2.face.facing = -1
p1.face.scale =
p2.face.scale =
p1.face.layerno = 0
p2.face.layerno = 0
p1.face.offset = 0,0
p2.face.offset = 0,0


Would it be possible to change this to


Code:
p1.pos=0,0
p2.pos=0,0
p1.face.anim=
p2.face.anim=
p1.face.anim = ;9000,4
p2.face.anim = ;9000,4
p1.face.facing = 1
p2.face.facing = -1
p1.face.scale =
p2.face.scale =
p1.face.layerno = 0
p2.face.layerno = 0
p1.face.offset = 0,0
p2.face.offset = 0,0



And one more advanced feature but I don't know how easy this is.
In Mugen, we have an .air advanced parameter called "loopstart"



Code:
[Begin Action 000]
0,1, 0,0, 7
0,2, 0,0, 7
Loopstart
0,3, 0,0, 7
0,4, 0,0, 50
0,5, 0,0, 7
0,6, 0,0, 7
0,7, 0,0, 7
0,8, 0,0, 60



Adding a line with the word Loopstart will make the animation begin looping from the element on the following line. In the example above, when the element with sprite 0,8 is displayed, the next element to be shown will be the one with sprite 0,3.

This "loopstart" parameter however, only works on mugen stages and mugen character files.
It cannot be used in screenpack or lifebar definition files like system.def or fight.def.

is there a way to force Mugen 1.1 to accept this command in fight.def and system.def?


________________________________________________________________________________________________________________________________________________________________________
MugenHook Version 0.5.7 Released (14.06.21) 39617182812_da9b58ffc9_o
http://www.negative-edge.net

Shakti♥chu<3

Shakti♥chu<3

MugenHook Version 0.5.7 Released (14.06.21) 29270914107_0496322bcc_o
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This looks pretty cool!
It looks like it can do some of the things they added to ikemen like animated portrait of the characters stance on select screen

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