Thanks By the way for sending me your copy of your SP as our base working file.
My process for approaching these projects is very logical and systematic.
So The first and most important step befpre commencing is to tidy up and consolidate the Mugen directory.
What I have done, is move/rename and tidy up all of the relative data directories where our working files will be for not only your convenience working on your game,
but also myself as I am adding/removing/updating everything.
Let me show you what I have done to start:
1.I have updated your Mugen 1.1 build with the 1.1 4GB Patch to improve speeds and handle large graphics better.
If you are unfamiliar with it I am referring to this:
[You must be registered and logged in to see this link.]2.I have updated your .EXE launcher to include an HD graphic themed CVSQ Logo icon launcher.
I used the Logo Image from your topic thread that Phant0mD created.
3. I have optimized all of your Mugen.cfg settings as most of them had default values.
These various tweaks will improve performance/speed/hardware resource utilization as well as remove several character creation bottlenecks
in regards to max helpers etc (some of these are niche improvements but better to have all options available than not).
Examples:
- Code:
;Number of simultaneous afterimage effects allowed.
;Set to a lower number to save memory (minimum 1).
AfterImageMax = 100;16
;Maximum number of layered sprites that can be drawn.
;Set to a lower number to save memory (minimum 32).
LayeredSpriteMax = 15000;512;bbb chars
;Size of sprite decompression buffer in KB. Increasing this number may help
;if you experience slow performance when there are many sprites and/or large
;sprites shown over a short period of time.
;Minimum 256 for acceptable performance.
;If you set this too large you may also experience performance degredation.
SpriteDecompressionBufferSize = 16384
;Maximum number of explods allowed in total. Note that hitsparks
;also count as explods.
;Set to a lower number to save memory (minimum 8).
ExplodMax = 5000;512;bbb
;Maximum number of system explods allowed.
;Set to a lower number to save memory (minimum 8).
SysExplodMax = 10000;128
;Maximum number of helpers allowed in total.
;Set to a lower number to save memory (minimum 4, maximum 56).
HelperMax = 56
;Maximum number of projectiles allowed per player.
;Set to a lower number to save memory (minimum 5).
PlayerProjectileMax = 10000;32
;This is 1 the first time you run MUGEN.
FirstRun = 0
4. Main Directory Tidy Up
I have moved any irrelevant files such as swiss army knife/zip files that were in the directories into a folder named
zz-hatters-files
This is mainly to keep clutter/unnecesary files out of the main directories to keep a clear workflow/consolidation:
[You must be registered and logged in to see this image.]5. Mugen/Data Folder Directory Tidy Up/Consolidation
I have removed all clutter/irrelevant old unused default Mugen folders/screenpack related motifs from the Data Directory
so that there is absolutely nothing in there unrelated to your screenpack/fullgame specifically.
[You must be registered and logged in to see this image.]6. I have Created a New Sub Directory Specifically for All of your Capcom Vs Square Screenpack related Files.
This means that Everything Including System specific Fonts, Sounds, .def files, .air and .sff files
Are all completely inside this folder and Mugen.cfg is pointing towards this folder.
This is practical for a number of reasons - main one being it is where all our working files are and the main .snd/font directory for mugen
is unaffected/unrelated to this one. You can easily cut/paste and remove this folder if you ever needed to import the work into another build with one click (also handy for potential future Ikemen migration/Mugen 1.1 virtualtek updates if/when they happen)
The directory is in DATA->CVSQ
[You must be registered and logged in to see this image.]All relevant files/folders relating to your existing lifebar work, and the screenpack work to follow now all here in one easy to see location
[You must be registered and logged in to see this image.]7. Using the Logo PSD files Phantom sent me of your game (Thanks
[You must be registered and logged in to see this link.]) I created a custom HD launcher for your game with logo added (just a small nice extra touch):
[You must be registered and logged in to see this image.]Next step I will be making, are tidying up the Mugen build itself as I need to fic the non responding main menu fonts
that for some reason are not appearing in your build- perhaps they were removed in error as you mentioned on discord.
I will need the default ones back to be able to navigate to the select screen.
After that is done, I have a clear canvas and can begin creating the base editing template file for the select screen, starting with planning the slot system Layout for the 48 characters.
I will post progress footage once I have created the base template to calculate the grid/portrait sizing.