system.def適当に日本語訳

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適当翻訳、作りかけ

[Files] それぞれの場所指定
spr = system.sff ;Filename of sprite data
snd = system.snd ;Filename of sound data
logo.storyboard = ;Logo storyboard definition (optional)
intro.storyboard = ;Intro storyboard definition (optional)
select = select.def ;Character and stage selection list
fight = fight.def ;Fight definition filename
font1 = font/f-4x6.fnt ;System fonts
font2 = font/f-6x9.fnt ;System fonts
font3 = font/jg.fnt

[Music]
title.bgm = タイトルのBGM
title.bgm.loop = 1 0でループ無し、1でループ  
select.bgm = セレクトのBGM
vs.bgm = VS画面のBGM

[Title Info] タイトルの記述
fadein.time = 10
fadeout.time = 10
menu.pos = 159,158 メニューの場所
menu.item.font = 3,0,0 メニューに使用するフォント
menu.item.active.font = 3,5,0
menu.item.spacing = 0, 13 メニューの隙間
menu.itemname.arcade = "ARCADE"
menu.itemname.versus = "VS MODE"
menu.itemname.teamarcade = "TEAM ARCADE"
menu.itemname.teamversus = "TEAM VS"
menu.itemname.teamcoop = "TEAM CO-OP"
menu.itemname.survival = "SURVIVAL"
menu.itemname.survivalcoop = "SURVIVAL CO-OP"
menu.itemname.training = "TRAINING"
menu.itemname.watch = "WATCH"
menu.itemname.options = "OPTIONS"
menu.itemname.exit = "EXIT"
menu.window.margins.y = 12, 8
menu.window.visibleitems = 5
menu.boxcursor.visible = 1 ;Set to 0 to disable default cursor display
menu.boxcursor.coords = -58,-10,57,2
cursor.move.snd = 100,0 タイトル画面のカーソルの移動音
cursor.done.snd = 100,1 タイトル画面の決定音
cancel.snd = 100,2 タイトル画面のキャンセル音

[TitleBGdef]
bgclearcolor = 0,0,0 タイトル背景のRGB色

[TitleBG 0]
type = parallax
spriteno = 5, 1
start = 0, 145
width = 400, 1200
yscalestart = 100
yscaledelta = 1
tile = 1,1
velocity = -1

[TitleBG 1]
type = normal
spriteno = 5, 2
start = -160, 145
trans = sub

[TitleBG 2]
type = normal
spriteno = 5,0
start = 0, 10
tile = 1,2
velocity = -1
mask = 0

[TitleBG 3]
type = normal
spriteno = 0,0
start = 0, 40
mask = 1
trans = add

[Select Info] キャラセレ画面
fadein.time = 10
fadeout.time = 10
rows = 11 キャラ枠縦の数
columns = 22 キャラ枠横の数
wrapping = 1 1で端から端への移動許可
pos = 3,23 小ポトレをどこから置くか
showEmptyBoxes = 1 blankのセレクトの背景を見せるか
moveOverEmptyBoxes = 1 blankの枠の上をカーソルが通るか

cell.size = 27,27 小ポトレのスペースの広さ
cell.spacing = 2 小ポトレ同士の間隔
cell.bg.spr = 150,0 キャラセレの枠画像
cell.random.spr = 151,0 ランダムにした部分に置く画像
cell.random.switchtime = 4 ランダムでのキャラ入れ替わりスピード

p1.cursor.startcell = 0,0 1Pのカーソル開始位置
p1.cursor.active.anim = 160 1Pカーソルのアニメ
p1.cursor.done.anim = 161 1Pキャラ決定時のアニメ
p1.cursor.move.snd = 100,0 カーソル移動音
p1.cursor.done.snd = 100,1 決定音
p1.random.move.snd = 100,0 ランダムの音

p2.cursor.blink = 1 ;1 to blink p2's cursor if overlapping p1's

random.move.snd.cancel = 0;1 to have random move sound cancel itself when played repeatedly
stage.move.snd = 100,0
stage.done.snd = 100,1
cancel.snd = 100,2
portrait.offset = 0,0
portrait.scale = 1,1
title.offset = 319,13 ;Position of title (Arcade Mode, etc)
title.font = 3,0,0 ;Font of title (-1 for none)
;Big portraits
p1.face.offset = 1,340 1Pの大ポトレ表示位置
p1.face.scale = 1,1 その大きさ
p1.face.facing = 1
p2.face.offset = 639,340 2Pの大ポトレ表示位置
p2.face.scale = 1,1 その大きさ
p2.face.facing = -1
;Name
p1.name.offset = 263,360 1Pの名前表示位置
p1.name.font = 3,4,-1 そのフォント
p2.name.offset = 380,360 2Pの名前表示位置
p2.name.font = 3,4,1 そのフォント
;Stage select
stage.pos = 320,450 ステージ名の表示位置
stage.active.font = 3,0,0 そのフォント
stage.active2.font = 3,2,0 ;Second font color for blinking
stage.done.font = 3,0
;Team menu
teammenu.move.wrapping = 1
p1.teammenu.pos = 20, 360
;p1.teammenu.bg.spr =
p1.teammenu.selftitle.font = 3,0, 1
p1.teammenu.selftitle.text = Select team mode
p1.teammenu.enemytitle.font = 3,0, 1
p1.teammenu.enemytitle.text = Opponent team mode
p1.teammenu.move.snd = 100,0
p1.teammenu.value.snd = 100,0
p1.teammenu.done.snd = 100,1
p1.teammenu.item.offset = 0,20
p1.teammenu.item.spacing = 0,15
p1.teammenu.item.font = 3,0, 1
p1.teammenu.item.active.font = 3,3, 1
p1.teammenu.item.active2.font = 3,0, 1 ;Second font color for blinking
p1.teammenu.item.cursor.offset = -10, 0
;p1.teammenu.item.cursor.anim = 180; ?
p1.teammenu.item.cursor.spr = 180,0
p1.teammenu.value.icon.offset = 60,1
p1.teammenu.value.icon.spr = 181,0
p1.teammenu.value.empty.icon.offset = 60,1
p1.teammenu.value.empty.icon.spr = 182,0
p1.teammenu.value.spacing = 6,0
;p2 team
p2.teammenu.pos = 619, 360
;p2.teammenu.bg.spr =
p2.teammenu.selftitle.font = 3,0, -1
p2.teammenu.selftitle.text = Select team mode
p2.teammenu.enemytitle.font = 3,0, -1
p2.teammenu.enemytitle.text = Opponent team mode
p2.teammenu.move.snd = 100,0
p2.teammenu.value.snd = 100,0
p2.teammenu.done.snd = 100,1
p2.teammenu.item.offset = 0,20
p2.teammenu.item.spacing = 0,15
p2.teammenu.item.font = 3,0, -1
p2.teammenu.item.active.font = 3,1, -1
p2.teammenu.item.active2.font = 3,0, -1 ;Second font color for blinking
p2.teammenu.item.cursor.offset = 10, 0
;p2.teammenu.item.cursor.anim = 190; ?
p2.teammenu.item.cursor.spr = 190,0
p2.teammenu.value.icon.offset = -60,1
p2.teammenu.value.icon.spr = 191,0
p2.teammenu.value.empty.icon.offset = -60,1
p2.teammenu.value.empty.icon.spr = 192,0
p2.teammenu.value.spacing = -6,0
;Sounds

[Begin Action 160]
160,0, 0,0, 4,,AS192D64
160,0, 0,0, 4,,AS160D96
160,0, 0,0, 4,,AS128D128
160,0, 0,0, 4,,AS96D160
160,0, 0,0, 4,,AS128D128
160,0, 0,0, 4,,AS160D96

[Begin Action 161]
161,0, 0,0, 1,,AS128D128

[Begin Action 170]
170,0, 0,0, 4,,AS192D64
170,0, 0,0, 4,,AS160D96
170,0, 0,0, 4,,AS128D128
170,0, 0,0, 4,,AS96D160
170,0, 0,0, 4,,AS128D128
170,0, 0,0, 4,,AS160D96

[Begin Action 171]
171,0, 0,0, 1,,AS160D96

[SelectBGdef]
;spr = graphics/selectbg.sff ;Filename of sprite data

[SelectBG 0] ;Scrolling background
type = normal
spriteno = 100,0
layerno = 0
start = 0,0
tile = 1,1
velocity = -1, -1

[SelectBG 1] ;Dark box
type = normal
spriteno = 100,1
layerno = 0
start = 0, 0
delta = 0,0
tile = 1,1
trans = sub
window = 1,21, 638,339
velocity = -1, 0

[SelectBG 2.A] ;Title background
type = normal
spriteno = 102,0
layerno = 0
start = 0, 2
delta = 0,0
tile = 1,0
trans = sub
velocity = -1, 0

[SelectBG 2.B] ;Title background B
type = normal
spriteno = 102,1
layerno = 0
start = 0, 2
delta = 0,0
tile = 1,0
trans = add
velocity = -3, 0

[SelectBG 2.C] ;Title background C
type = normal
spriteno = 102,2
layerno = 0
start = 0, 2
delta = 0,0
tile = 1,0
trans = add
velocity = -6, 0

[VS Screen]
time = 150 ;Time to show screen
fadein.time = 15
fadeout.time = 15
;Big portraits
p1.pos = 20,31
p1.facing = 1
p1.scale = 1,1
p2.pos = 299,31
p2.facing = -1
p2.scale = 1,1
;Names
p1.name.pos = 78,190
p1.name.font = 3,0,0
p2.name.pos = 241,190
p2.name.font = 3,0,0

[VersusBGdef]

[VersusBG 1]
type = normal
spriteno = 100,0
start = 0,0
tile = 1,1
velocity = 0,1.5

[VersusBG 2] ;VS Screen
type = normal
spriteno = 100,1
start = 20,13
tile = 1,1
trans = sub
window = 19,30, 140,171
velocity = -2, 0

[VersusBG 3] ;VS Screen
type = normal
spriteno = 100,1
start = 20,13
tile = 1,1
trans = sub
window = 179,30, 300,171
velocity = 2, 0

[VersusBG 4] ;VS Logo
type = anim
actionno = 200
layerno = 1 ; Front
start = 0,95

[Begin Action 200]
200,4, 0,0, 1
200,3, 0,0, 2
200,2, 0,0, 3
200,1, 0,0, 4
200,0, 0,0, 8
200,5, 0,0, 3
200,6, 0,0, 3
200,7, 0,0, 3
200,8, 0,0, 3
200,0, 0,0, -1

[Demo Mode]
enabled = 1 ;Set to 1 to enable demo mode, 0 to disable
select.enabled = 0 ;Set to 1 to display select screen, 0 to disable
vsscreen.enabled = 0 ;Set to 1 to display versus screen, 0 to disable
title.waittime = 600 ;Time to wait at title before starting demo mode
fight.endtime = 1500 ;Time to display the fight before returning to title
fight.playbgm = 0 ;Set to 1 to enable in-fight BGM, 0 to disable
fight.bars.display = 0 ;Set to 1 to display lifebar, 0 to disable
intro.waitcycles = 1 ;Cycles to wait before intro cutscene is played again
debuginfo = 0 ;Set to 0 to hide debugging info (debug mode only)

[Continue Screen]
enabled = 1 ;Set to 1 to show continue screen, 0 to disable

;-------------------------------------------------------------------
;Game over screen definition
[Game Over Screen]
enabled = 0 ;Set to 1 to show game over screen, 0 to disable
storyboard = ;Game over storyboard filename

;-------------------------------------------------------------------
;Win screen definition
;This is the screen that is shown when you win in arcade mode.
;It will not be displayed if the winning character has an ending.
[Win Screen]
enabled = 1 ;Set to 1 to show win screen, 0 to disable
wintext.text = Congratulations!
wintext.font = 2,0,0
wintext.offset = 159,70
wintext.displaytime = -1
wintext.layerno = 2
fadein.time = 32
pose.time = 300
fadeout.time = 64

;-------------------------------------------------------------------
;Game ending screen definition
;This screen shows up after the Win Screen.
;It will not be displayed if the winning character has an ending.
[Default Ending]
enabled = 0 ;Set to 1 to show credits, 0 to disable
storyboard = ;Default ending storyboard filename

;-------------------------------------------------------------------
;Ending credits screen definition
;This screen shows up after the Win Screen and Ending
[End Credits]
enabled = 0 ;Set to 1 to show credits, 0 to disable
storyboard = ;Credits storyboard filename

;-------------------------------------------------------------------
;Survival mode results screen definition
;This is the screen that is shown when you win in survival mode.
;It will not be displayed if the winning character has an ending.
;Whole group is *2001.11.14 NEW*
[Survival Results Screen]
enabled = 1
winstext.text = Rounds survived: %i ;Use %i for win counter
winstext.font = 3,0,0
winstext.offset = 159,70
winstext.displaytime = -1
winstext.layerno = 2
fadein.time = 32
show.time = 300
fadeout.time = 64
roundstowin = 5 ;Number of rounds to get win pose (lose pose otherwise)

;-------------------------------------------------------------------
;Options screen definition
[Option Info]
cursor.move.snd = 100,0
cursor.done.snd = 100,1
cancel.snd = 100,2

;-------------------
;Options screen background
[OptionBGdef]

[OptionBG 1]
type = normal
spriteno = 100,0
start = 0,0
tile = 1,1
velocity = -1, -1
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