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Official Ikemen Go Build releases (Current build v0.99.0-rc.3 released 23.09.23)

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Balelynx
Phant0mD
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Phant0mD

Phant0mD

 Official Ikemen Go Build releases (Current build v0.99.0-rc.3 released 23.09.23) 52697050446_f068e68a44_o
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I.K.E.M.E.N is an acronym of:
いつまでも 完成しない 永遠に 未完成 エンジン
Itsumade mo Kanseishinai Eien ni Mikansei ENgine
"Unfinished engine that will remain incomplete forever"


IKEMEN Go is a remake of the original IKEMEN engine created by Suehiro in Google’s Programming Language “Go” by Developers K4thos and Gacel.
It is an open source fighting game engine in development that supports M.U.G.E.N resources with increasingly stable backwards compatibility.

Important note: IKEMEN GO is NOT a replacement engine or update for Mugen 1.1 or lower versions.
Backwards compatibility/accuracy when using Mugen resources may vary.
If you have questions regarding missing features/troubleshooting, we recommend using the official IKEMEN community discord/GitHub.
You can post any bugs/findings both here, and on their official GiTHub/Discord

Official Website
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List of new features added
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Download Latest Version/s
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Nightly Development Builds (most up to date but may contain bugs)
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Disclaimer

This thread is in no shape or form intended to be an official support/help thread for the IKEMEN GO engine.
The IKEMEN GO engine has a main discord channel that can be joined via the links provided above for those wanting more info.
For additional info/support we also recommend any of the external links below:

Recommended External IKEMEN GO discussion/support links:

Mugen Fighters Guild website IKEMEN Release thread:
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Mugen Fighters Guild IKEMEN GO thread
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Mugen Fighters Guild Bug Reports
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Last edited by Phant0mD on Fri Sep 29, 2023 3:05 pm; edited 3 times in total


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Phant0mD

Phant0mD

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The original thread got derped off track so i've re-summarized the lastest important info for those interested in compatibility related issues myself/others have raised which as I understand, are being investigated by the developer team as we speak. click the spoilers for more info

Animated parallax Issue:

Mugen 1.1 window resize function issue:


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Balelynx

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Latest Version was released 0.98.2
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Phant0mD

Phant0mD

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Thanx mang.
I updated my main desc to match.
Ive done my bout of testing - seems theres still work to do on their end with ye old parallax


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Craziest Mugen engine by far? kermit

Balelynx

Balelynx

 Official Ikemen Go Build releases (Current build v0.99.0-rc.3 released 23.09.23) 49240809213_a0332873ca_o
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Akuma Shinju wrote:Craziest Mugen engine by far? kermit

No, not exactly.
Ikemen Go is a fork of a project started by a Japanese creator named Suehiro, who made the original Ikemen Engine.
Ikemen Go is a clone engine - meaning it is a Mugen clone. It is not using any MUGEN source code.
It is still work in progress and runs many mugen content and introduces many new features that were not available in Mugen 1.1.
But it is still a work in progress and has several compatibility issues and bugs still being worked on.
It will continue to improve over time, so hopefully one day it will replace Mugen.
Until then, Mugen 1.1 is still the best Mugen engine as far as stability and compatibility with Mugen content.

Vegaz_Parrelli

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I don't know why they haven't uploaded the 98.3 yet. I've had it for a couple months. They posted it on IKEMEN discord but I haven't seen it on the website. Animated parallax is a go. But still no window mode. Imma show yall why Ikemen is cool tho pretty soon...


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Do your best to become stronger. Become stronger, so you can do your best

Shakti♥chu<3

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 Official Ikemen Go Build releases (Current build v0.99.0-rc.3 released 23.09.23) 49283912532_cb9be7ddac_o
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Have they fixed that vertical sliding bug on the parallax yet?
I think i heard thatcthe issue is to do wirh the ikemen camera control?

SuperWhiskey

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Shakti♥chu<3 wrote:Have they fixed that vertical sliding bug on the parallax yet?
I think i heard thatcthe issue is to do wirh the ikemen camera control?

no sadly they havent and its annoying but here is a list of all the changes and new stuff. and boy its a long list

New Features

489e689 - add trigger: prevAnim
a85ecd5 - add trigger: reversalDefAttr
799d1cc - add trigger: bgmLength, bgmPosition
f706bff - add trigger: attack, defence
73bcf4e - add trigger: fighttime
667941d - add BGCtrl: remapPal
faa73bd - add BGCtrl: palFX
5288daf - add SCTRL: modifyStageVar
801a2ce - add assertSpecial: roundFreeze
e1725bb - add assertSpecial: noDizzyPointsDamage, noGuardPointsDamage
e6c55f5 - add assertSpecial: noMakeDust
f19b444 - add assertSpecial: noHitDamage, noGuardDamage
f941424 - add explod parameter: window
c2b1793 - add hitDef parameter: hitredlife, guardredlife
2ee7b03 - add hitDef parameter: hitsound.channel, guardsound.channel, inheritchannels
cf6635e - add zoom parameter: camerabound
efc7c8d - add zoom parameter: stagebound
99235c1 - add zoom parameter: time
e1725bb - add targetLifeAdd parameter: dizzy
faa73bd - add playSnd parameter: priority
890dce9 - add playBgm parameter: startPosition
09ff13d - add changeAnim parameter: readPlayerID
ed89203 - add helper parameter: standby
ecf1733 - add stageVar parameters
8665fdd - add trigger redirection: p2
5feab71 - add trigger redirection: player
8f65b92 - add trigger redirection: stateowner
d5334ea - add 'switch' statement to ZSS
ac826fd - add 'while' loop statement to ZSS
bb46453 - add 'for' loop statement to ZSS
dda53bd - add 'break' and 'continue' statements to ZSS
9f7aefa - add inline map assignation in CNS/ZSS
55567f0 - make ignorehitpause block affect its nested blocks in ZSS
d34d969 - add constant: Super.LifeToDizzyPointsMul
9e87dab - add constant: Super.LifeToGuardPointsMul, Super.LifeToRedLifeMul
e677b7e - missing mugen feature: fight.def surival mode rounds support
1babea6 - missing mugen feature: power retention in survival mode
460f34a - missing mugen feature: WavChannels mugen config
657d73b - missing mugen feature: stage [Shadow] xshear support
5b9baef - missing mugen feature: p2.cursor.blink support
caf9810 - add stage roundpos properties
2cff034 - add stage stageCamera parameter: ytensionenable
d7aeaa8 - add debug flags: -windowed, -setport, -ip
a5a2006 - add final round music
2543aca - add general paths search support to system.def file 'Module'
ceedd44 - add fadein.time delay to screenpack timers
168c21a - add more Lua hooks
34723e4 - add a velocity property to storyboard text layers
26d2b26 - add cell skip feature
7f83118 - add const support for StateDef number parsing
f86abaf - make all parameters in [Files] from chars .def optional
9eda67b - add GetHitVar air, ground, fall animtype
319cc70 - pausing the game will also pause the music
bd5beba - add support for CommonFx files
37fc4d0 - be able to load additional Fx files from lifebar def
7c0d405 - updated Common files to make use of CommonFx
d2af8b2 - update zss files to use new zss features
53bfde5 - unhardcoded KO velocity values
4bbf6ba - default dizzy system tweaks
b90dcd0 - make command trigger work like selfcommand only (ikemenver > 0)
e002258 - make command trigger check both P1 and P2 commands (ikemenver > 0)
🛠 Breaking changes

324dfc9 - fix an old regression in rectangle filling transparency handling #536
e002258 - fix screenpack scale affecting spr/anim offset
eefe8d5 - renamed screenpack key parameters
2d4e80c - renamed rand trigger to randomrange
#613 #619 #620 #622 - stage camera behavior closer to mugen 1.1
#473 #807 #813 - zoom behavior closer to mugen 1.1
#569 #534 - posType behavior closer to mugen 1.1, depending on mugenversion
#⃣ Other changes

#491 - remove OpenAL and rewrite the audio system
#683 - rendering code refactoring
🐛 Bug Fixes

fixed bg type anim
fixed bgmusic.life track persistence
fixed attachedchar data presence in -log
fixed storyboard bgm interrupting
fixed dialogue sctrl crash when all enemies are tagged out
added notHitBy to dizzy states
fix stage zoom behaviour when verticalfollow is 0
fix stage select done sound when timer runs out
fix final round bgm on round 1
fix playBgm persistence
fix a scaling-related discrepancy in collision detection
fix default palette remap
fix a typo and bad file permissions preventing building on Linux
fix state -1 disabling on Continue screen
properly stop looping sounds before clearing the sound channel array
fix default [FightFx] scale
fix all GitHub links in documentation and comments
fix offset controller bug
fix a bug causing SFX to always play at full volume
fix slot multiple keys detection
fix slot select parameter not updating anim
hitDef and targetLifeAdd skips dizzy points applying, if target is already dizzy
fixing different behaviors from MUGEN with hard-coding when going down
when attacked during a down state, fixed the issue where there was no process to jump to state 5020 if pos y was not 0
when attacked during a down state and pos y was 0, fixed the issue where there was no process to reduce liedown recovertime by 1 at the moment of attack
when attacked during a down state and pos y was 0, fixed the issue where there was no process to increase pos y by 15 if gethitvar(yvel) was not 0 at the moment of attack
fixed the issue where there was no specification of pos y and gethitvar(yvel) in the condition for fall.yvelocity to become 0
fixed the issue where there was no process to halve liedown recovertime every time fallcount increased from 1
fixed the issue so that the condition for shortening liedown recovertime by pressing a button becomes when fallcount is 1 or more
fixed the issue where there was no process to automatically enter an invincibility time during a down state
adjust the priority when setting explod's space and postype simultaneously
modify the priority when explod's space and postype are set simultaneously
modify so that the recoverTime decreases when nofallcount is pressed
when Down pos y is not 0, modify so that air.velocity is applied
fix the phenomenon that it falls when 0th anim does not exist
fix the phenomenon where enemynear stops working at the end of the round
fix the Hitvel trigger which was behaving differently than MUGEN
fix storyboard flag
combo counter freezed during dizzy
guard break system feedback
changed Default.LifeToDizzyPointsMul from 0 to -1.8 (dizzy.zss edited accordingly)
fixed the issue where the hires flag-based rate change was disabled when setting xscale and yscale in StageInfo
fixed the issue where ownpal in Helper was omitted and set to 1
fixed the issue where persistent was not reset until the end of Hitpause when Changestate was performed during Hitpause
fix a scale_x/scale_y confusion in Animation.ShadowDraw()
modified so that the Permanent Target (Reversaldef marking) functions similarly to MUGEN
fixed the issue where the numerical value of the Const (Data.Fall.Defence_Mul) trigger was inverted
the processing when switching states was incomplete, so it was corrected
fix Fall noise when victory screen loads
fixed the issue where Hitdef did not prevent attacks from hitting after it was hit by Reversaldef
fixed the issue where the target would be lost when the opponent would recover after Reversaldef was established
fixed the issue where tag.zss was not considering the case when the character's Constants were changed independently
fixed the issue where hardcoded aerial jumps could not be performed when stateno=45
fix ChangeState RedirectID continuos execution
fixed the issue where Vel X would not become 0 when entering stateno=10 from any stateno other than 100
modified so that when stateno=5150 at the end of the round, ctrl=0 will still enter the victory animation
modified so that when Afterimagetime's time is set to 1, it will have the same effect as 0
hides sprites when window is offscreen
fix default font dirs
other dizzy.zss changes suggested in #561
changed 5300 statdef movetype to I
fixed the issue where when stateno=20 and there is no ctrl, it will not return to stateno=0
modified so that when TargetBind is done by Helper and Destroyself is done, the process of sending to 5050 will only be done when Movetype=H
modified so that when TargetBind and Destroyself are done at the same time, the process of sending to 5050 will be disabled
fix menu.boxbg dimensions calc
made it so that characters with Hitdefattr have higher priority when processing attack judgement
fixed the issue where p2stateno specified with Reversaldef would not get a target
fixed an issue where the speed during targetbind would continue after the bind
fixed the default bindtime to 0 when Explod's Postype=N
fixed the Guard.Dist in Hitdef not functioning
fixed the coordinates being reset when modifying Explod's bindtime
removed the aglOver flag as it is no longer necessary
fix the issue where the KO judgement was delayed by 1F
fix the slight discrepancy between MUGEN and Screenheight/Screenwidth
fix the difference between MUGEN and projremove direction/remvelocity
fix the issue where enemyExplodsRemove was commented out
bug in Survival Mode where the fourth player does not recover after a victory in a four-player simul
fix RemapPal if dest pal is missing
fix stage shadow color param compatibility
fix first attack flagging on counter hit
fix localcoord precision
fix GameWidth and GameHeight precision
fixed the issue where a hit pose would occur when Hitdef's ground.type=None
fixed the issue where a push out judgement would occur even when clns2 was not present when clns1's red frames overlapped
fixed the issue where there was no specification for the held target to be released when hit
fixed the issue where a hit pose would occur when Hitdef's ground.type=None
fixed the issue where the target would fly to 5050 when targetbind was used
fixed the issue where the time that could be moved with Explod's pausemovetime and supermovetime was 1F shorter
fix FallEnvshake sctrl
fix quick vs simul controls
fix Projectile clsn skipped execution
fixed the behavior when a negative value was specified for the x of the stage tile
fixed the case where the transparency of the mask part was reversed when Trans=sub
made it possible to read even when the waveform of ForceFeedback is enclosed in " (because there are too many characters that are written wrong and cannot be ignored)
fixed the case where Interpolate was applied even when the time of AIR was specified as -1
fix helpers without ownpal stepping PalFx
fix redlife, dizzypoints, guardpoints calculation
fix HitDef default values
fix redlife, dizzy, guard points target sctrls
fix Hitdef getpower, givepower on block
implement the 1.1 specification that scrolls to the ground side of the Y axis when zoomed out
fix the stage edge variation processing by zoomout not being able to correspond to aspect ratio change
fix the background being slightly shifted when boundlow is not 0 when zoomed out
fix there being no limit on the value reflected by cutlow
comment out the process of painting the outside of the screen black
fix camera boundlow behavior
fix no victory screen on watch mode
fix Training Info values copying
fix ModifyBGCtrl time parameter
fix overlay alpha colors
made it so that tensionhigh and tensionlow must be described together for it to function
adjusted the boundlow related settings
fix camera follow priority
if nochainid is set, chainid will be ignored
in projectile, chainid and nochainid will be ignored (depends on ikemenversion setting)
fix common.const attr names
fix PS3 controller detection
changes made to camera resting code, taking advantage of ytensionenable
camera X/Y bounding code was re-placed between system action and frame rendering to fix a camera tracking bug when GameSpeed != Framerate
shadow fade range begin/end now start in zero, which has the same effect as using MinInt
various code cleanup
fix modified StageVars not getting reset on F4
refine chars' action processing order
fix envshake intensity
fix collision getting offseted by wrong camera values
fix order icons draw order
fix roundnotskip not working at the first frame of state 170/175/180
fix char bind, fix char misplacing when using width
fix sound panning localcoord calc
fixed the overflow when explod's superpausetime and pausemovetime exceed the maximum value
fixed the behavior when explod and projectile's superpausetime and pausemovetime are inputted as negative
fixed the issue where the actual ground height was not affected by floortension and verticalfollow when boundlow was set
fixed an issue where statedef state numbers were not recognized when certain symbols were included
fixed the issue where when transitioning to a state at the end of a round while the turn animation is playing, the turn animation would continue if there is no animation in the state
fixed the issue where there was no process to turn around without ctrl when roundstate was 3
fix loop points behavior and improve loop accuracy
fix regression in the screenshot feature
fix alpha computation in the shadow rendering
modify gametime to the same specifications as mugen
update glfont dependency to fix alignment issues in TTF rendering
fixed BGpalfx so that it does not stop when in a pose
fixed BGpalfx being 1F late
fixed helper's size.proj.doscale not being read as int
normalize fightfx scaling in chars
fix crash when using local variables in ZSS
set BGPalFX to override PalFX BGCtrl when active
modify to reduce errors in localscl calculation
modify so that Fall.Envshake.Ampl does not vary with localcoord difference
fix crash when using fadein/fadeout anim
remove PalFX color limits (mugen 1.1 compatibility)
fix PlaySnd volumescale param when source is common.snd
fixed the issue where BGpalfx was cut off during slowdown
change AttachedChar to be in standby state by default
fix reversaldef target problem
combo damage display when damage is 0
alternate character state remaining after round end
fix menu.arrow.down isn't working on Title Screen
fix BackEdgeDist, PosFreeze and NoGetUpFromLieDown redirection
implement a limit on the value of freqmul
fix the phenomenon that the attack slips through when the p2 and p1 hit overlap when Reversaldef is not established
corrected the inaccuracy of the time of the wake-up state
corrected the processing of GameHeight and GameWidth so that it is based on the state acquisition side
modify so that the count of time is only different for the process immediately after the wake-up state transition
fix width bug
fixed the issue where targetbind would not be removed when the same character attacked after targetbind
fix p2state width
fix typo and challenger working even when disabled
add processing priority to chars with idle movetype
fix ChangeAnim ReadPlayerID palette bug when sff is v1
fix bug where setting attr to Reversal would not work
modify common.cmd so it is not affected by command.buffer.time
make != operator work with hitdefattr in all mugenversions
teammate.ko.spr/anim isn't rendered if there is a draw game
fix fightfx scaling in HitSparks, MakeDust and SuperPause anims
pause doesn't work with bg and top dialogue animations
fix IgnoreHitPause leaking to adjacent blocks in ZSS
fix affectteam = F Hitdef not hitting reversaldef
fixed transition between hit and idle states
fixed transition between get hit and idle states
fix default color for non-TTF TextSprites
fix AttachedChar not being able to read its own fonts
boundhigh is now made to fluctuate based on the value of zoomout
temporary measures have been taken for tensionlow
fixed an issue where the starting point of tensionhigh did not change when zooming out
fixed an issue where tensionhigh was fluctuating with zoffset
fixed an issue where, in the case of zoom-out settings, when going to the upper limit of the stage during non-zoom-out, there were cases where the layer ignored the delta value
added processing for when Boundhigh becomes 0 or higher
fix command trigger redirection
fix GHV ground.animtype and fall.animtype not returning correct values
corrected a mistake in the description that determines the height of the ground
tidied up the description around zoomdelta
adjusted the Y-axis movement of the BG layer during zoom-out by dividing it into delta and zoomdelta
fixed an issue where the scale of the stage was affecting zoffsetlink
fixed the time of the landing state
fixed Superpause so that P2defmul becomes a multiplication
fixed nochainID to only be effective for attacks by the same character
fixed hitdef's teamside to be effective
fix HitDef animtype defaults
fixed an issue where Gethitvar(isbound) was unnaturally maintained
fixed an issue where the process of jumping to 5050 did not occur when Destroyself was executed during bind and the problem reoccurred
reverted some of the processing due to issues with VelSet and added a temporary fix for the issue where pos triggers in bind were delayed by 1F
made it possible to reflect fall-related descriptions in Reversaldef
since the specification that the trigger of pos displays information 1F ahead of the original when binded is strange, it was modified so that it does not occur when ikemenversion is attached
fixed an issue where Hitdef's teamside was referenced when Hitdef was not present
fixed an issue where Posadd and Posset would cause a position shift during binding, now working as in MUGEN
fixed an issue where p2dist functions would return values 1 frame later than in MUGEN when called during binding. This behavior can be disabled with the ikemenversion setting
adjusted the prevstateno setting for p2stateno based on the statetype
fixed an issue where the defense power became 0 on the frame when creating a Helper
improved the processing of P2 redirection, and fixed the issue where the character would keep turning around when standing exactly in the middle between two opponents
fix NoStand flag not covering state change from 11 to 12 when CTRL=0
fix screen flickering in netplay matches
use Camera to handle frame draw positioning
fixed an issue where camera edge was not considered during zoom
fix flickering with netinput and the Kinc backend
fixed issue where P2's enemy information was not being reset between rounds
fixed an issue where hits were not being counted in Hitdefs with p2stateno
fixed an issue where the Palfx add effect was doubly inverted when subtracting full-color images
fixed an issue where the opponent who was KO'd was being kept as P2 information
fixed an issue where there was a parallax error in stages that used hires and yscaledelta
fix KO extra velocity
when creating a Projectile, fixed an issue where it would not recheck an ID that has already been used and overwritten during the same frame
fixed an issue where a Projectile with hitonce set to 0 would not hit multiple opponents at once
fixed an issue where a Projectile with the P attribute in its attr parameter would not follow the 1F = 1 hit rule
fixed an issue where Y-axis movement during zoom remained outside of the battle screen
fixed attack attribute names
fixed asynchronous behavior of gametime during online matches and replays
fix JSON indentation to match Lua code
fixed always calling one optional animation
fixed an issue where the value of intpersistindex when an invalid value was specified was different from the value when intpersistindex was omitted
fix AnimExist bug
ground level fix
add missing triggerMap keys and lua trigger debug funcs
fix missing round.final.text
fix binding explod position
run actionFinish() based on char priority to fix target bind bug
fix incorrect data type crash

Maybe on the next build they finally will add the mugen.cfg settings completely for window mode


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Obtained The Highest Tier 1 Initate Rank

Automsg:Current build v0.99.0-rc.3 released 23.09.23
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Updates and download links have been modified in OP post by administrator


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