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Screenpack features
- New parameters
- Disabling elements, adjusting order
- Grouping elements, submenus
- select.def parameters and options
There are many new screenpack parameters, but these won't be documented until the engine stabilize feature-wise. Until then everything related to these parameters may change without notice. Refer to this article for information how to update mugen screenpacks to use Ikemen GO features.
All itemname
elements that existed in mugen and are also enabled by default in ikemen, can be disabled by adding their respective parameter without value assignment in screenpack DEF file. Order in which menu items are displayed can be changed by adjusting itemname order in the screenpack.
All new game and team modes added by Ikemen GO use empty itemname by default (which means they won't be rendered at all, unless motif creator add their respective itemnames into screenpack DEF file).
Ikemen GO uses flexible submenu grouping system for main menu and option items (backward compatible with mugen screenpacks). General syntax looks as follows:
menu.itemname.optional_submenus.item = "displayed text"
where:
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optional_submenus
: combination of 1 or more strings, separated by dots, where each of them refers to additional level of nested menus. For example menu.itemname.menuextras = "EXTRAS" means we're displaying EXTRAS option on the screen (in this case right on the main menu) that opens up additional submenu with items using menuextras as a prefix, e.g. menu.itemname.menuextras.freebattle -
item
: strings used to start modes, change settings and control menus. Below list contains all item names that are reserved by the engine.Main Menu
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arcade
: Arcade Mode -
teamarcade
: Team Arcade -
teamcoop
: Team Cooperative -
versus
: Versus Mode -
teamversus
: Team Versus -
versuscoop
: Versus Cooperative -
freebattle
: Quick Match -
storymode
: Story Mode -
serverhost
: Host Game -
serverjoin
: Join Game (reserved submenu) -
server
: opened automatically by serverhost/serverjoin (reserved submenu) -
joinadd
: New IP Address -
netplayversus
: Online Versus -
netplayteamcoop
: Online Cooperative -
netplaysurvivalcoop
: Online Survival -
tournament
: Tournament Mode (reserved, not implemented yet) -
training
: Training Mode -
trials
: Trials Mode (reserved, not implemented yet) -
timeattack
: Time Attack -
survival
: Survival -
survivalcoop
: Survival Cooperative -
bossrush
: Boss Rush -
vs100kumite
: VS 100 Kumite -
timechallenge
: Time Challenge -
scorechallenge
: Score Challenge -
bonusgames
: Bonus Games (reserved submenu) -
watch
: Watch Mode -
randomtest
: Endless Watch -
replay
: Replay -
options
: Options -
back
: Back to previous menu -
exit
: Exit the game -
bonus
: used internally (reserved) -
connect
: used internally (reserved)
Options
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difficulty
: Difficulty Level -
roundtime
: Time Limit -
lifemul
: Life -
singlevsteamlife
: Single VS Team Life -
gamespeed
: Game Speed -
roundsnumsingle
: Rounds to Win (Single) -
maxdrawgames
: Max Draw Games -
credits
: Credits -
aipalette
: AI Palette -
airamping
: AI Ramping -
quickcontinue
: Quick Continue -
autoguard
: Auto-Guard -
stunbar
: Dizzy -
guardbar
: Guard Break -
redlifebar
: Red Life -
teamduplicates
: Team Duplicates -
teamlifeshare
: Team Life Share -
teampowershare
: Team Power Share -
roundsnumtag
: Rounds to Win (Tag) -
losekotag
: Partner KOed Lose -
mintag
: Min Tag Chars -
maxtag
: Max Tag Chars -
roundsnumsimul
: Rounds to Win (Simul) -
losekosimul
: Player KOed Lose -
minsimul
: Min Simul Chars -
maxsimul
: Max Simul Chars -
turnsrecoverybase
: Turns Recovery Base -
turnsrecoverybonus
: Turns Recovery Bonus -
minturns
: Min Turns Chars -
maxturns
: Max Turns Chars -
ratiorecoverybase
: Ratio Recovery Base -
ratiorecoverybonus
: Ratio Recovery Bonus -
ratio1life, ratio2life, ratio3life, ratio4life
: Ratio life adjustment -
ratio1attack, ratio2attack, ratio3attack, ratio4attack
: Ratio damage adjustment -
resolution
: Resolution (reserved submenu) -
resolution.WxH
: Resolution is assigned based on values used in itemname suffix (e.g. 320x240) -
resolution.customres
: Allows to set custom resolution by typing in values -
fullscreen
: Fullscreen -
vretrace
: VSync -
msaa
: MSAA -
shaders
: Shaders (reserved submenu, this list is populated automatically with shaders existing in external/shaders directory) -
noshader
: Disables selected shader -
mastervolume
: Master Volume -
bgmvolume
: BGM Volume -
sfxvolume
: SFX Volume -
audioducking
: Audio Ducking -
stereoeffects
: Stereo Effects -
panningrange
: Panning Range -
keyboard
: Key Config -
gamepad
: Joystick Config -
players
: Max Players -
inputdefault
: Resets Key/Joystick settings -
debugkeys
: Debug Keys -
debugmode
: Debug Mode -
helpermax
: HelperMax -
projectilemax
: PlayerProjectileMax -
explodmax
: ExplodMax -
afterimagemax
: AfterImageMax -
portchange
: Port Change -
default
: Default Values -
empty
: empty line (additional space between options) -
back
: Back to previous menu -
savereturn
: Save and Return -
return
: Return Without Saving
Pause menu
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keyboard
: Key Config -
gamepad
: Joystick Config -
inputdefault
: Resets Key/Joystick settings -
commandlist
: Movelists -
reset
: Round Reset -
reload
: Rematch -
characterchange
: Back to select screen -
exit
: Back to main menu -
back
: Back to previous menu
Training menu
Same as Pause menu with few more training specific items:
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dummycontrol
: Dummy Control -
ailevel
: AI Level -
guardmode
: Guard Mode -
dummymode
: Dummy Mode -
distance
: Distance -
buttonjam
: Button Jam
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You can mix and move items into different submenus (including nested ones) without any limitations. Order in which menu items will show up on the screen depends on their order in screenpack DEF file. Submenus should be declared before parameters referring to items grouped inside those menus. For Main Menu, if there is only 1 valid option in submenu (back item doesn't count) then that option will be triggered, skipping the submenu display. Itemnames added via external modules also work with this system.
Refer to data/system.base.def file distributed with engine for example how to use submenus in your screenpack.
Refer to default select.def file distributed with engine for details and guides regarding new character and stage parameters, as well as new modes options that can be set via select.def.