Okay uh
I need help with a stage I'm making
First two screenshots - Default M.U.G.E.N 1.1b by Electbyte
Last two screenshots - 640x480 MICA 1.1 by OldGamer
Screenshots:
https://drive.google.com/file/d/1G5NAbKjTuWsANHYTCrKq2E0rbWT8SJYM/view?usp=sharing
https://drive.google.com/file/d/1NQnvc-vqUw0GNoDCQfbwF9Iy8LQfhA4h/view?usp=sharing
https://drive.google.com/file/d/177selt0eaKncPAsK_JJAWXKTgFq8Y97q/view?usp=sharing
https://drive.google.com/file/d/1_oSnENxyOjn8OYvWziZbTjH29xFI4nfs/view?usp=sharing
How do I exactly fix this?
Here's the coding for the stage
[Camera]
;Camera starting position: Usually 0 for both
startx = 0
starty = 0
boundleft = -1650
boundright = 1650
boundhigh = -2000
boundlow = 0
floortension = 200
tensionhigh = 90
tensionlow = -20
tension = 200
zoomin = 1
zoomout = 0.4
;--------------------------------------------------------
[PlayerInfo]
;--- Player 1 ---
;Player 1 starting coordinates.
p1startx = -690 ;Starting x coordinates
p1starty = 0 ;Starting y coordinates
p1facing = 1 ;Direction player faces: 1=right, -1=left
;--- Player 2 ---
p2startx = 720
p2starty = 0
p2facing = -1
;--- Player 3 ---
p3startx = -490
p3starty = 0
p3facing = 1
;--- Player 4 ---
p4startx = 470
p4starty = 0
p4facing = -1
;--- Common ---
leftbound = -4000 ;Left bound (x-movement)
rightbound = 4000 ;Right bound
;--------------------------------------------------------
[Bound]
;Distance from left/right edge of screen that player can move to
;Typically 15
screenleft = 60 ;Dist from left of screen that player can move to
screenright = 60 ;Right edge
;--------------------------------------------------------
[StageInfo]
;"Ground" level where players stand at, measured in pixels from the
;top of the screen.
;Adjust this value to move the ground level up/down in the screen.
;***
zoffset = 660
autoturn = 1
resetBG = 1
localcoord = 1280, 720
xscale = 2.7
yscale = 2.7
;--------------------------------------------------------
[Shadow]
;This is the shadow darkening intensity. Valid values range from
;0 (lightest) to 256 (darkest). Defaults to 128 if omitted.
intensity = 86
color = 0,0,0
yscale = .3
fade.range = 0,0
;--------------------------------------------------------
[Reflection]
;Intensity of reflection (from 0 to 256). Set to 0 to have no
;reflection. Defaults to 0.
intensity = 0
;--------------------------------------------------------
[Music]
;Put a filename for a MOD, MP3 or MIDI here, or just leave it
;blank if you don't want music. If an invalid filename is
;given, then no music will play. To play CD audio, put
;the track number followed by ".da". Using a track number of
;0 will play a random audio track. For example, to play
;track 3 from a music CD, use:
; bgmusic = 3.da
bgmusic = sound/1_petshophftfbattletheme_fla.MainTimeline_petshophftfbattletheme_music.mp3
;bgmloopstart =
;bgmloopend =
;Adjust the volume. 100 is for 100%.
bgmvolume = 100
;========================================================
;--------------------------------------------------------
; Background definition
; ***
;-------------------------------------
; [BG x]
; type = ? "Normal"/"Parallax" (def: "normal")
; spriteno = ?, ? Sprite group and number: groupno, imgno (req'd)
; start = ?, ? Starting location (integer) (def: 0, 0)
; delta = ?, ? Change in location per camera unit moved (float) (def: 1,1)
; trans = ? Transparency settings: "none"/"add"/"add1"/"sub"" (def: "none")
; mask = ? Masking (int): 0 - off, 1 - on (def: 0)
; velocity = ?, ? Velocity: x, y (float): speed background moves (def: 0, 0)
; tile = ?, ? Tiling: xtile, ytile (int): 0 - off, 1 - infinite,
; >1 - tile that number of times (def: 0, 0) - only for Normal BG
; tilespacing = ?, ? Tiling: x, y (int) : space between tiles (def: 0, 0)
; Parallax-only:
; xscale = ?, ? Top xscale, bottom xscale (float)
; width = ?, ? Top width, bottom width (int) (use either this or above, but not both)
; yscalestart = ? Starting y-scale (float, in percent) (def: 100)
; yscaledelta = ? Change in y-scale per unit (float, in percent) (def: 0)
;-------------------------------------
;-------------------------------------
; Main background definition
[BGdef]
;Filename of sprite data
spr = SSF2v09bKONstageDracoJoestar.sff
;Set to 1 if you want to clear the screen to magenta before
;drawing layer 0 (the default background). Good for spotting "holes"
;in your background.
;Remember to turn this off when you are done debugging the background,
;because it slows down performance.
debugbg = 0
;----------
; Start each background element with the following:
; Make sure it's "[BG n]", where n is anything you like (it's only used to
; report errors.) For example, you could use: [BG TheFloor]
; Specify as many as you like. This is an example of a normal background:
[BG 0]
type = normal
spriteno = 1, 0
layerno = 0
start = 0, -50
delta = .75, .75
trans = none
mask = 1
velocity = -2, 0
tile = 1,1
zoomdelta = .1
;This defines the drawing space, or "window" of the background. It's
;given in the form
;x1,y1, x2,y2
;where (x1,y1)-(x2,y2) define a rectangular box.
;Make the window smaller if you only want to draw part of the background.
;You normally do not have to change this setting. Value values range from
;0-319 for x, and 0-239 for y. The values are 0,0, 319,239 by default (full
;screen).
;Uncomment the line below to use it:
;window = 0,0, 1279, 719
;Similar to the delta parameter, this one affects the movement of
;the window. Defaults to 0,0
;Uncomment the line below to use it:
;windowdelta = 0,0
[BG 1]
type = normal
spriteno = 0, 0
layerno = 0
start = 0, 137
delta = 1, 1
trans = none
mask = 1
I need help with a stage I'm making
First two screenshots - Default M.U.G.E.N 1.1b by Electbyte
Last two screenshots - 640x480 MICA 1.1 by OldGamer
Screenshots:
https://drive.google.com/file/d/1G5NAbKjTuWsANHYTCrKq2E0rbWT8SJYM/view?usp=sharing
https://drive.google.com/file/d/1NQnvc-vqUw0GNoDCQfbwF9Iy8LQfhA4h/view?usp=sharing
https://drive.google.com/file/d/177selt0eaKncPAsK_JJAWXKTgFq8Y97q/view?usp=sharing
https://drive.google.com/file/d/1_oSnENxyOjn8OYvWziZbTjH29xFI4nfs/view?usp=sharing
How do I exactly fix this?
Here's the coding for the stage
[Camera]
;Camera starting position: Usually 0 for both
startx = 0
starty = 0
boundleft = -1650
boundright = 1650
boundhigh = -2000
boundlow = 0
floortension = 200
tensionhigh = 90
tensionlow = -20
tension = 200
zoomin = 1
zoomout = 0.4
;--------------------------------------------------------
[PlayerInfo]
;--- Player 1 ---
;Player 1 starting coordinates.
p1startx = -690 ;Starting x coordinates
p1starty = 0 ;Starting y coordinates
p1facing = 1 ;Direction player faces: 1=right, -1=left
;--- Player 2 ---
p2startx = 720
p2starty = 0
p2facing = -1
;--- Player 3 ---
p3startx = -490
p3starty = 0
p3facing = 1
;--- Player 4 ---
p4startx = 470
p4starty = 0
p4facing = -1
;--- Common ---
leftbound = -4000 ;Left bound (x-movement)
rightbound = 4000 ;Right bound
;--------------------------------------------------------
[Bound]
;Distance from left/right edge of screen that player can move to
;Typically 15
screenleft = 60 ;Dist from left of screen that player can move to
screenright = 60 ;Right edge
;--------------------------------------------------------
[StageInfo]
;"Ground" level where players stand at, measured in pixels from the
;top of the screen.
;Adjust this value to move the ground level up/down in the screen.
;***
zoffset = 660
autoturn = 1
resetBG = 1
localcoord = 1280, 720
xscale = 2.7
yscale = 2.7
;--------------------------------------------------------
[Shadow]
;This is the shadow darkening intensity. Valid values range from
;0 (lightest) to 256 (darkest). Defaults to 128 if omitted.
intensity = 86
color = 0,0,0
yscale = .3
fade.range = 0,0
;--------------------------------------------------------
[Reflection]
;Intensity of reflection (from 0 to 256). Set to 0 to have no
;reflection. Defaults to 0.
intensity = 0
;--------------------------------------------------------
[Music]
;Put a filename for a MOD, MP3 or MIDI here, or just leave it
;blank if you don't want music. If an invalid filename is
;given, then no music will play. To play CD audio, put
;the track number followed by ".da". Using a track number of
;0 will play a random audio track. For example, to play
;track 3 from a music CD, use:
; bgmusic = 3.da
bgmusic = sound/1_petshophftfbattletheme_fla.MainTimeline_petshophftfbattletheme_music.mp3
;bgmloopstart =
;bgmloopend =
;Adjust the volume. 100 is for 100%.
bgmvolume = 100
;========================================================
;--------------------------------------------------------
; Background definition
; ***
;-------------------------------------
; [BG x]
; type = ? "Normal"/"Parallax" (def: "normal")
; spriteno = ?, ? Sprite group and number: groupno, imgno (req'd)
; start = ?, ? Starting location (integer) (def: 0, 0)
; delta = ?, ? Change in location per camera unit moved (float) (def: 1,1)
; trans = ? Transparency settings: "none"/"add"/"add1"/"sub"" (def: "none")
; mask = ? Masking (int): 0 - off, 1 - on (def: 0)
; velocity = ?, ? Velocity: x, y (float): speed background moves (def: 0, 0)
; tile = ?, ? Tiling: xtile, ytile (int): 0 - off, 1 - infinite,
; >1 - tile that number of times (def: 0, 0) - only for Normal BG
; tilespacing = ?, ? Tiling: x, y (int) : space between tiles (def: 0, 0)
; Parallax-only:
; xscale = ?, ? Top xscale, bottom xscale (float)
; width = ?, ? Top width, bottom width (int) (use either this or above, but not both)
; yscalestart = ? Starting y-scale (float, in percent) (def: 100)
; yscaledelta = ? Change in y-scale per unit (float, in percent) (def: 0)
;-------------------------------------
;-------------------------------------
; Main background definition
[BGdef]
;Filename of sprite data
spr = SSF2v09bKONstageDracoJoestar.sff
;Set to 1 if you want to clear the screen to magenta before
;drawing layer 0 (the default background). Good for spotting "holes"
;in your background.
;Remember to turn this off when you are done debugging the background,
;because it slows down performance.
debugbg = 0
;----------
; Start each background element with the following:
; Make sure it's "[BG n]", where n is anything you like (it's only used to
; report errors.) For example, you could use: [BG TheFloor]
; Specify as many as you like. This is an example of a normal background:
[BG 0]
type = normal
spriteno = 1, 0
layerno = 0
start = 0, -50
delta = .75, .75
trans = none
mask = 1
velocity = -2, 0
tile = 1,1
zoomdelta = .1
;This defines the drawing space, or "window" of the background. It's
;given in the form
;x1,y1, x2,y2
;where (x1,y1)-(x2,y2) define a rectangular box.
;Make the window smaller if you only want to draw part of the background.
;You normally do not have to change this setting. Value values range from
;0-319 for x, and 0-239 for y. The values are 0,0, 319,239 by default (full
;screen).
;Uncomment the line below to use it:
;window = 0,0, 1279, 719
;Similar to the delta parameter, this one affects the movement of
;the window. Defaults to 0,0
;Uncomment the line below to use it:
;windowdelta = 0,0
[BG 1]
type = normal
spriteno = 0, 0
layerno = 0
start = 0, 137
delta = 1, 1
trans = none
mask = 1