supporter-captain

Author [EN] [PL] [ES] [PT] [IT] [DE] [FR] [NL] [TR] [SR] [AR] [RU] Topic: Changing labels in Mugen Battle Collisium Screen Pack  (Read 1270 times)

Offline Fredgerd

  • Bass Master
  • Sprite Artist/ Creator
  • ***
  • Posts: 1538
  • Referrals: 0
Changing labels in Mugen Battle Collisium Screen Pack
« on: May 31, 2009, 01:20:58 AM »
Once again I need help (I know, I'm hopeless huh)  :-[

I got the battle collisium screenpack a while ago and installed it, looks like this

My only trouble is I can't figure out how to change the labels in the middle.
I want them to go
DC
Marvel
SF
DBZ
KOF
etc

If anyone knows how it would be greatly appreciated.

screen pack is downloadable here
http://www.mugenjet.achoo.jp/
For those who are curious, yes I am gone and I don't intend to be back soon. I never formally said goodbye to you all, because that always becomes a forum stink. However, to my friends here, I wish you the best. Perhaps I'll be back one day but for now this is goodbye.

-Fred

Offline YD

  • ******
  • Posts: 3085
  • Country: 00
  • Referrals: 0
Re: Changing labels in Mugen Battle Collisium Screen Pack
« Reply #1 on: May 31, 2009, 06:05:10 PM »
Ok, first open the system.def file and look for this portion of coding:

;

;ZNVOP
[SelectBG SECTION_01]
type      = normal
layerno    = 0
start      = -31,21
mask      = 1
spriteno    = 450,9                  ;ZNVOP̃^Cg

;ZNVOQ
[SelectBG SECTION_02]
type      = normal
layerno      = 0
start      = -31,31
mask      = 1
spriteno   = 450,12               ;ZNVOQ̃^Cg

;ZNVOR
[SelectBG SECTION_03]
type      = normal
layerno      = 0
start      = -31,41
mask      = 1
spriteno   = 450,16               ;ZNVOR̃^Cg

;ZNVOS
[SelectBG SECTION_04]
type      = normal
layerno      = 0
start      = -31,51
mask      = 1
spriteno   = 450,17               ;ZNVOS̃^Cg

;ZNVOT
[SelectBG SECTION_05]
type      = normal
layerno      = 0
start      = -31,61
mask      = 1
spriteno   = 450,19               ;ZNVOT̃^Cg

;ZNVOU   
[SelectBG SECTION_06]
type      = normal
layerno      = 0
start      = -31,71
mask      = 1
spriteno   = 450,3                  ;ZNVOŨ^Cg

;ZNVOV
[SelectBG SECTION_07]
type      = normal
layerno      = 0
start      = -31,81
mask      = 1
spriteno   = 450,4                  ;ZNVOṼ^Cg

;ZNVOW
[SelectBG SECTION_08]
type      = normal
layerno      = 0
start      = -31,91
mask      = 1
spriteno   = 450,6                  ;ZNVOW̃^Cg

;ZNVOX
[SelectBG SECTION_09]
type      = normal
layerno      = 0
start      = -31,101
mask      = 1
spriteno   = 450,8                  ;ZNVOX̃^Cg

;ZNVPO
[SelectBG SECTION_10]
type      = normal
layerno      = 0
start      = -31,111
mask      = 1
spriteno   = 450,0                  ;ZNVPÕ^Cg

;ZNVPP
[SelectBG SECTION_11]
type      = normal
layerno      = 0
start      = -31,121
mask      = 1
spriteno   = 450,1                  ;ZNVPP̃^Cg

;ZNVPQ
[SelectBG SECTION_12]
type      = normal
layerno      = 0
start      = -31,131
mask      = 1
spriteno   = 450,7                  ;ZNVPQ̃^Cg

;ZNVPR
[SelectBG SECTION_13]
type      = normal
layerno      = 0
start      = -31,141
mask      = 1
spriteno   = 450,5                  ;ZNVPR̃^Cg

;ZNVPS
[SelectBG SECTION_14]
type      = normal
layerno      = 0
start      = -31,151
mask      = 1
spriteno   = 450,2                  ;ZNVPS̃^Cg

;ZNVPT
[SelectBG SECTION_15]
type      = normal
layerno      = 0
start      = -31,161
mask      = 1
spriteno   = 450,48               ;ZNVPT̃^Cg

;ZNVPU
[SelectBG SECTION_16]
type      = normal
layerno      = 0
start      = -31,171
mask      = 1
spriteno   = 450,43               ;ZNVPŨ^Cg

;ZNVPV
[SelectBG SECTION_17]
type      = normal
layerno      = 0
start      = -31,181
mask      = 1
spriteno   = 450,36               ;ZNVPṼ^Cg

;ZNVPW
[SelectBG SECTION_18]
type      = normal
layerno      = 0
start      = -31,191
mask      = 1
spriteno   = 450,30               ;ZNVPW̃^Cg

;ZNVPX
[SelectBG SECTION_19]
type      = normal
layerno      = 0
start      = -31,201
mask      = 1
spriteno   = 450,29               ;ZNVPX̃^Cg

;ZNVQO
[SelectBG SECTION_20]
type      = normal
layerno      = 0
start      = -31,211
mask      = 1
spriteno   = 450,26               ;ZNVQÕ^Cg

;--------------------------------------------------




Now minimize the window and open fighter factory and use the option at the top Sprites  and select open then another window will open and guide the drop down to the system.sff of the screenpack and there is where you find the sprites that are used for the menu, intro and select screens. Now all of the sprites that are used for the name of each character section are located in the 450 group.

Now open/maximize the window again that has the system.def info and alter the lines that contain the sprite info like so: spriteno   = 450,(x) where x is the number of the sprite itself in the group 450. So lets look at section 01 of the system.def info. It states that section 01 uses the sprite group 450 and the sprite number 9 which is the word CAPCOM, you can use figter factory to verify then all you need to do is find the sprite that contains the word you want instead and then overwrite that number and so on, just remember what you changed and what goes where so you don't get confused. once you got that done check it by saving the file that you just edited and then open up that mugen pack and make sure that the list is how you like it and if it is then you will have to now open up the select.def and modify the listing of characters to whatever is now your section order so if your first choice on the select screen of mugen is now DBZ instead of CAPCOm you would make sure to list all your DBZ characters in the section 01 of the select.def file. once you have done that then your good to go. If you need more direction let me know cause it may still confuse you if your not use to modifing screenpacks.
Peace.



Offline Fredgerd

  • Bass Master
  • Sprite Artist/ Creator
  • ***
  • Posts: 1538
  • Referrals: 0
Re: Changing labels in Mugen Battle Collisium Screen Pack
« Reply #2 on: May 31, 2009, 06:30:31 PM »
what if there isn't a sprite for the category I want. How do I code a new one in. (DC for example)
For those who are curious, yes I am gone and I don't intend to be back soon. I never formally said goodbye to you all, because that always becomes a forum stink. However, to my friends here, I wish you the best. Perhaps I'll be back one day but for now this is goodbye.

-Fred

Offline YD

  • ******
  • Posts: 3085
  • Country: 00
  • Referrals: 0
Re: Changing labels in Mugen Battle Collisium Screen Pack
« Reply #3 on: May 31, 2009, 08:53:32 PM »
what if there isn't a sprite for the category I want. How do I code a new one in. (DC for example)

I then suggest taking out sprites with letters you need using FF and frakenspriting the word you need with PSP or paint however you know how to or whatever program you use. If you want I could do one or some for you but seeing as your a spriter that should not be hard for you to do but I still offer my services if need be. :)

Offline Fredgerd

  • Bass Master
  • Sprite Artist/ Creator
  • ***
  • Posts: 1538
  • Referrals: 0
Re: Changing labels in Mugen Battle Collisium Screen Pack
« Reply #4 on: May 31, 2009, 09:21:42 PM »
lol I know how to sprite it how do I put it into the game code wise?? also what program can I use to make it a PCX file. paint and my sprite editer both don't allow it.
« Last Edit: May 31, 2009, 09:37:09 PM by Fredgerd »
For those who are curious, yes I am gone and I don't intend to be back soon. I never formally said goodbye to you all, because that always becomes a forum stink. However, to my friends here, I wish you the best. Perhaps I'll be back one day but for now this is goodbye.

-Fred

Offline YD

  • ******
  • Posts: 3085
  • Country: 00
  • Referrals: 0
Re: Changing labels in Mugen Battle Collisium Screen Pack
« Reply #5 on: June 01, 2009, 12:22:11 AM »
lol I know how to sprite it how do I put it into the game code wise?? also what program can I use to make it a PCX file. paint and my sprite editer both don't allow it.

Use PSP (paint shop pro) it can convert images to .pcx. If you want you can sprite it and upload it and I can convert it to .pcx for you if you want or I could help you get PSP, whatever, but PSP can convert it or google for a free image converter.

To load the sprite to the system.sff file you use FF ( fighter factory ) and click here:


then another window will open like this:



choose the "open" option then yet another window will open like this:



Use the "Look in" at the top and the icons at the left to find the system.sff file of you screenpack. Once you open the correct .sff file you should see all the images that make up the screenpack and look for the text sprites and then scroll all the way till you get to the last text sprite which is "Group" 450 "Image" 60 then you'll see the window to the left that looks like this:



Once you've clicked on the button I pointed to you'll see another window like this:



Where I have pointed to is where you will type in Group: 450 and for Image: 61 then at the top is where you search for the sprite you made and then open it and it will show up to the right like this: ( the sprite I chose is just an example)



Now once the correct image is at the right and you have typed in the group and image number hit the "OK" button at the bottom and it should have added the image to the system.sff file the save the image. It will then ask you to save it as an .air file so just type anything there and remember what you put then it wll ask you to save other types of iles and just cancel on the rest. After you have finished saving go to the folder that has the .sff file you just added sprites to and find the newly created .air file add delete it as it not needed, OH and if you are adding more than one spite to a .sff file, after you add the first one make sure it is added by scrolling to the next sprite add you should now see that the sprite you wanted to add is now listed and at that sprite you can now use the add option again and continue the same process, failure to do this will result in adding sprites over each sprite added prior  so make sure to scoll over one and then add another. One final tip, make sure to use the shared palette option when ading sprites that need to share the same palette. Now you can use that image to modify the system.def to allow that image to show up at the select screen. Hope this helps. :)

UPDATE:

Make sure that images that are to be added are first using the correct palette if you are going to use a sprite that will have to share the same palette as sprites already installed to the .sff file prior to you adding any sprites. So basically if you are modifing a sprite to then place it back into the same .sff it originally came from and it needs to share the same palette and you used paint to modify it then you'll need to convert the sprite to a .pcx and then use palette clean from fighter factory to make sure it will show up on mugen. Here is a walkthrough:

First open FF and find the sprite you want to convert. once you find the sprite you want to convert leave it in the window of FF and then go to the top and open up the "Tools" option from the list at the very top. Below is a screenshot.




When you open the "Tools" option select the "Palettes Edit" option. Then another window will open like this:





Then click the save option under the "Character:" heading. Which is this button here:





The nonce again another window will open like this:





OK now you type whatever you want to call this cause this will create a palette so remember where you save this to cause your going to use it shortly. So name it and save it where ever you want.

Once you have saved the newly made palette file you will now close the palette edit window and now open the "PCX Fix" option from the "Tools" drop down. Once again I have a screenshot of what it will look like:




Before using this option of FF make sure you have first edited the sprite you want to modify and reinstall to the .sff file of the character, stage  or screenpack. Once you have modified the sprite and saved it to a .pcx file you will use the "PCX Fix" option of FF. When you have the window open like show above you will then click the "Add" button and select the sprite you have recently edited/modified and make sure it shows in the box labeled "Image:" Then you will click the folder icon at the bottom and here is where you find and select the palette file that was created earlier. Once you have both the sprite edit and the palette files loaded, click the "Clean" button at the bottom to change the palette of the edited /modified sprite to the correct palette for the character, stage or screenpack you are adding the sprite to. After that just follow the directions at the beginning of the post. :-X Ok hopefully that covers everything. :)
« Last Edit: June 03, 2009, 11:29:16 PM by youngdragun »

Offline Fredgerd

  • Bass Master
  • Sprite Artist/ Creator
  • ***
  • Posts: 1538
  • Referrals: 0
Re: Changing labels in Mugen Battle Collisium Screen Pack
« Reply #6 on: June 02, 2009, 07:26:57 PM »
would actually be really sick if you could convert them. I can't find a converter anywhere. Would probably be good if you posted the pcx files on this thread to so if anyone else is trying to use the same screenpack they can use them. not sure how many people on this forum use mortal kombat characters but I know alot use DC.



[attachment deleted by admin]
For those who are curious, yes I am gone and I don't intend to be back soon. I never formally said goodbye to you all, because that always becomes a forum stink. However, to my friends here, I wish you the best. Perhaps I'll be back one day but for now this is goodbye.

-Fred

Offline YD

  • ******
  • Posts: 3085
  • Country: 00
  • Referrals: 0
Re: Changing labels in Mugen Battle Collisium Screen Pack
« Reply #7 on: June 02, 2009, 08:58:02 PM »
would actually be really sick if you could convert them. I can't find a converter anywhere. Would probably be good if you posted the pcx files on this thread to so if anyone else is trying to use the same screenpack they can use them. not sure how many people on this forum use mortal kombat characters but I know alot use DC.

Your wish My.......well Here ya go. :)

[attachment deleted by admin]
« Last Edit: June 03, 2009, 10:10:45 PM by youngdragun »

Offline Fredgerd

  • Bass Master
  • Sprite Artist/ Creator
  • ***
  • Posts: 1538
  • Referrals: 0
Re: Changing labels in Mugen Battle Collisium Screen Pack
« Reply #8 on: June 02, 2009, 11:04:42 PM »
when I try to save it wants me too save a bunch of new files, should this be happening??? If so I don't know what I should save them as. also when I coded it to group 450, image 61 it came up blank
« Last Edit: June 03, 2009, 12:06:26 AM by Fredgerd »
For those who are curious, yes I am gone and I don't intend to be back soon. I never formally said goodbye to you all, because that always becomes a forum stink. However, to my friends here, I wish you the best. Perhaps I'll be back one day but for now this is goodbye.

-Fred

Offline YD

  • ******
  • Posts: 3085
  • Country: 00
  • Referrals: 0
Re: Changing labels in Mugen Battle Collisium Screen Pack
« Reply #9 on: June 03, 2009, 07:00:45 PM »
when I try to save it wants me too save a bunch of new files, should this be happening??? If so I don't know what I should save them as. also when I coded it to group 450, image 61 it came up blank

You must have done something incorrectly. Did you follow the steps I posted above. I even gave you images to help make it smooth. Try again. And when you save you hit the floppy/zip disc looking icon at the top of FF once you have added/modified content.

Once again to add a sprite use FF and open up the system.sff and scroll through the images till you get to the end of the text images which should leave you at the text 'none" and should be group #450 and image #60, then hit the icon at the upper left corner of the "sprite" labled box that has a white box with "PCX" in the corner of it. I pointed to it in one of the images. Then another window pops up titled "add image" and you then add the group and image numbers in their boxes and use the drop down to find the images you want to add. Once the correct image shows up on the right hand side of the "add image" window you hit the "OK" button at the bottom of that window and it should save the image. To verify just hit the scroll bar in the "sprites" window and it should show the image you just added. Then save the file whn you know for sure its added by hitting the icon at the top that looks like a floppy/zip disc. I will upload a system.sff with those two text images for you so you can have it but thats exactly how its done.

EDIT:

Yes it will ask you to save many files doing it this way as i forgot that modifing only a sprite file or .sff will make FF ask you to save it as and .air file and all other types as well just type "system.sff" or whatever you choose, in the first "save file" option that appears and hit the save button and on all the rest just hit the "cancel" button. once its done trying to save unesscessary files go back to your folder that houses you system.sff file and delect the new file created that says "system.sff" which is an .air file cause its not needed, also when you are adding more than one sprite at a time you will have to move the selector to the first added sprite then use the add option again or it will keep adding over the first sprite added, so add, check that its added and at the sprite you just added, use the add feature again. OH and make sure to click the share palette option on spites that need to share the same palette. I will up date the above walk through.



DOWNLOAD LINK:

This is the modified system.sff for MBC screenpack requested by Fred.

http://www.4shared.com/file/109765585/4de578c6/system.html
« Last Edit: June 03, 2009, 10:17:02 PM by youngdragun »

Offline Fredgerd

  • Bass Master
  • Sprite Artist/ Creator
  • ***
  • Posts: 1538
  • Referrals: 0
Re: Changing labels in Mugen Battle Collisium Screen Pack
« Reply #10 on: June 03, 2009, 09:25:16 PM »
ok I did it right this time I think, but it still is comming up blank in my game so I wonder if I didn't put it into the system.def correctly. this is what my code looks like.

[SelectBG SECTION_01]
type      = normal
layerno    = 0
start      = -31,21
mask      = 1
spriteno    = 450,61   

I put the system.def below

[attachment deleted by admin]
For those who are curious, yes I am gone and I don't intend to be back soon. I never formally said goodbye to you all, because that always becomes a forum stink. However, to my friends here, I wish you the best. Perhaps I'll be back one day but for now this is goodbye.

-Fred

Offline YD

  • ******
  • Posts: 3085
  • Country: 00
  • Referrals: 0
Re: Changing labels in Mugen Battle Collisium Screen Pack
« Reply #11 on: June 03, 2009, 10:20:05 PM »
ok I did it right this time I think, but it still is comming up blank in my game so I wonder if I didn't put it into the system.def correctly. this is what my code looks like.

[SelectBG SECTION_01]
type      = normal
layerno    = 0
start      = -31,21
mask      = 1
spriteno    = 450,61   

I put the system.def below

Your system.def is good, my .pcx's are bad. Sorry I forgot one little step which I will update it to the above post again. I didn't use PCX clean. Re-upload the files I posted above cause I fixed them and re-posted them. Sorry. My bad. :) Please forgive me and don't beat me. :'(

Offline Fredgerd

  • Bass Master
  • Sprite Artist/ Creator
  • ***
  • Posts: 1538
  • Referrals: 0
Re: Changing labels in Mugen Battle Collisium Screen Pack
« Reply #12 on: June 03, 2009, 10:28:43 PM »
sweet it works :D  :-X

thanks for all the help on this youngdragon, I owe you one.
For those who are curious, yes I am gone and I don't intend to be back soon. I never formally said goodbye to you all, because that always becomes a forum stink. However, to my friends here, I wish you the best. Perhaps I'll be back one day but for now this is goodbye.

-Fred

Offline YD

  • ******
  • Posts: 3085
  • Country: 00
  • Referrals: 0
Re: Changing labels in Mugen Battle Collisium Screen Pack
« Reply #13 on: June 03, 2009, 11:48:33 PM »
sweet it works :D  :-X

thanks for all the help on this youngdragon, I owe you one.

Alright, I'm glad it worked out for you. :-X :)