Variations
Variations, or multiple chars in one box is a feature which allows you to specify up to 255 characters (more on that later) on one box, you can scroll through them by pressing START button twice (my input manager does that for both gamepad and keyboard, all as native as it can get). Characters you want to use for variations MUST be specified in select.def, as all characters are required to be cached.
Setting up
To set them up, you will need 4 things.
- Row
- Column
- Variations amount
- Variation character IDs
Example line:
0 0 3 12 13 14
0 - Row
0 - Column
3 - How many variations on this cell
12 13 14 - 3 Variations according to 3rd value
First variation MUST be the original character, else the character will get lost.
More example lines:
0 1 2 16 17
0 2 5 18 19 20 21 22
All requried characters for variations will be hidden on select screen, you don't need to hide them off screen.
255 characters is done by design, there is one unused integer value in character pointer so i decided to split that up for 4 char values, which might be used later on.
Animated Portraits
As of 0.5.2, support for animated portraits is beign worked on. To have variations with working animated portraits you need to follow one rule, ALL animations (including variation character ones) must be in FIRST character file, anims must follow a simple pattern.
Example: Let's say you have Ryu with 3 variations, each variation will add 100 * variation to the anim number.
Ryu SF2 - uses anim 5, because no variation was selected
Ryu SFA - uses anim 105, because variation was selected (5 + 100 * 1)
Ryu SF3 - uses anim 205, because second variation was selected (5 + 100 * 2)
Bugs
- Player 1/2 can sometimes control each other variation, not really game breaking.
- Multi char selection will display names of last variation, no idea if can be fixed now
Sound
0.5.7 adds an option to specify sound to play on variation change, set iVariationChangeGroup and iVariationChangeIndex in the .ini file to desired system.snd sound group and index.