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v0.99.0-rc.1

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@K4thos K4thos released this 10 Mar 03:01
· 378 commits to master since this release

"RC" stands for "Release Candidate", which is a version of software that has undergone testing and is considered to be almost ready for release to the public. The purpose of an RC release is to allow users to test the software and provide feedback before the final release.

For info about new features not present in Mugen visit Ikemen GO wiki
Latest dev builds


✨ 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

New Contributors

Full Changelog: 0.98.2...0.99.0-rc.1