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Author Topic: Music Change in Final Round (CVS PRO style)  (Read 1338 times)

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Offline Skull_Kingz

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Music Change in Final Round (CVS PRO style)
« on: March 12, 2009, 12:43:42 AM »
Is there a way to make a custom Track play in the final round like in CVS PRO for ps1?
I'm guessing maybe the Final Round Song could be coded in the Lifebars. maybe in the round 3.

Could anyone out there help out?



Offline x_mad80

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Re: Music Change in Final Round (CVS PRO style)
« Reply #1 on: March 12, 2009, 12:53:14 AM »
 it was done with the capcom vs snk w screenpack i think.
i think it can be coded into  the lifebars.

Offline Skull_Kingz

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Re: Music Change in Final Round (CVS PRO style)
« Reply #2 on: March 12, 2009, 12:58:18 AM »
Do you guys have any sample codes that I could learn from?

Offline ClubSyN-X-TReME

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Re: Music Change in Final Round (CVS PRO style)
« Reply #3 on: March 12, 2009, 08:07:03 PM »
http://www.infinitymugenteam.com/Forum_345/index.php?topic=1064.msg10729#msg10729

also my screenpack has this.

Let me find my codes from it so you can see how it was done, brb.

Post Merge: March 12, 2009, 08:11:02 AM
[State -3, Cs-X- Screenpack Final Round BGM p1]
type = Helper
triggerall = teamside = 1
triggerall = roundno = 3
triggerall = root,teammode = single && enemy,teammode = single
trigger1 = 1 && !numhelper(1990994348)
helpertype = normal ;player
name = "Final Round BGM"
ID = 1990994348
stateno = 1990994348
pos = 0,-99999999999999999
postype = left    ;p2,front,back,left,right
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1
persistent = 0

;----------------------------------------------------
;Final Round BGM
;----------------------------------------------------
[Statedef 1990994348]
type = S
physics = n
ignorehitpause = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
flag3 = nomusic
ignorehitpause = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
triggerall = roundno = 3
trigger1 = roundstate = 2 && time = 0
value = f103,1
volume = 255
channel = -1
loop = 1
ignorehitpause = 1
persistent = 0



If your screenpack you are using is set to 5 round then look for the trigger "roundno = 3" and change to roundno = 5
If 7 then change to 7, if 9 then change to 9

Post Merge: March 12, 2009, 05:15:10 PM
Also the sound you want to use has to be in the characters snd file.
« Last Edit: March 12, 2009, 08:19:35 PM by |mmö®†åL -$yN- »

Offline Skull_Kingz

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Re: Music Change in Final Round (CVS PRO style)
« Reply #4 on: March 12, 2009, 10:39:16 PM »
where do I paste these?
sorry I'm steal learning.

Offline Fallen_Angel

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Re: Music Change in Final Round (CVS PRO style)
« Reply #5 on: March 13, 2009, 10:22:14 AM »
the part that says state -3...should be placed in statedef -3 in your cns....the other part, should also be on the cns...just put it at the end of any statedef


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Offline Skull_Kingz

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Re: Music Change in Final Round (CVS PRO style)
« Reply #6 on: March 13, 2009, 02:20:34 PM »
the part that says state -3...should be placed in statedef -3 in your cns....the other part, should also be on the cns...just put it at the end of any statedef

Thanks for helping Fallen_Angel but I don't know which part of this is the music.



My Music is Group 12 Sound 9.
It's the 58 sound in my .SND file.




;----------------------------------------------------
;Final Round BGM
;----------------------------------------------------
[Statedef 1990994348]
type = S
physics = n
ignorehitpause = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
flag3 = nomusic
ignorehitpause = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
triggerall = roundno = 3
trigger1 = roundstate = 2 && time = 0
value = f103,1
volume = 255
channel = -1
loop = 1
ignorehitpause = 1
persistent = 0


Offline Fallen_Angel

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Re: Music Change in Final Round (CVS PRO style)
« Reply #7 on: March 13, 2009, 02:35:58 PM »
edit these of the playsnd

value = f103,1

If you added it on your char, the group shouldnt have an f before it

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Offline Skull_Kingz

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Re: Music Change in Final Round (CVS PRO style)
« Reply #8 on: March 13, 2009, 02:46:16 PM »
I removed the "f". My sound didn't play in the final round. :-??
Do I have to edit this.


[State 0, PlaySnd]
type = PlaySnd
triggerall = roundno = 3
trigger1 = roundstate = 2 && time = 0
value = 12,9
volume = 255
channel = -1
loop = 1
ignorehitpause = 1
persistent = 0

Offline Fallen_Angel

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Re: Music Change in Final Round (CVS PRO style)
« Reply #9 on: March 13, 2009, 02:54:56 PM »
the channel =-1 doesnt affect

Maybe you have a previous sound 12,9, and its causing that error

These is all the info from the docs

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Offline Skull_Kingz

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Re: Music Change in Final Round (CVS PRO style)
« Reply #10 on: March 13, 2009, 03:45:29 PM »
Could someone try this out and let me know if they get it to work?  ???
I can't lie, when it comes to Mugen, I suck.
I tried everything. :'(

Offline Skull_Kingz

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Re: Music Change in Final Round (CVS PRO style)
« Reply #11 on: March 16, 2009, 10:32:25 PM »
O.k. I got this code to work, but the music only plays when I do my final special.
could someone help?

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