Mugen 1.1 introduced PNG Font systems that allow PNG/sprite fonts via a .font.def and font.sff
Each sprite inside a mugen 1.1 font file is hard linked to a specific Letter, Number, or Screenpack Menu Title.
For example:
[Files]
font6 = FONT/MENU.def
;Title screen definition
[Title Info]
menu.item.font = 0,0,0
menu.item.active.font = 6,0,0
menu.item.spacing = 0,0
; Names for each of the items in the menu. Names must be in quotes.
; Use "" to disable an item. If all are disabled, goes straight to demo mode
menu.itemname.arcade = "a"
menu.itemname.versus = "b"
menu.itemname.teamarcade = "c"
menu.itemname.teamcoop = "e"
menu.itemname.teamversus = "d"
menu.itemname.survival = "f"
menu.itemname.survivalcoop = "g"
menu.itemname.training = "h"
menu.itemname.watch = "i"
menu.itemname.options = "j"
menu.itemname.exit = "k"
Inside of the Font.def looks like so:
; Number 2 - 2 Point Font
; RGBA 2-bank
; Bank 0 - yellow
; Bank 1 - blue
[FNT v2]
; FNT v2 version number. Don't change this.
fntversion = 2,00
; Name of this font.
name = "F"
; This font contains the numbers 0 through 9, and a sign representing
; infinite time as the letter 'o'.
[Def]
; This is a bitmap font
Type = bitmap
; Bank numbers are mapped to sprite group numbers (required for RGBA fonts).
BankType = sprite
; Size of font: width, height. Width is used for spaces.
Size = 1280,720
; Spacing between font glyphs: width, height.
Spacing = 0,0
; Drawing offset: x, y.
Offset = 0,0
; Filename of the sff containing the glyphs. Use sff v2 only.
File = MENU.sff
; Note: All units are in pixels.
; Text rendered with bitmap fonts may be in ASCII only.
; See files in work/font for information on creating the sff.
My question is, would it be possible to create a method of using animations/actionnos instead of single sprites.
The same way you enabled animated portraits instead of static sprites
Mugen 1.1 introduced PNG Font systems that allow PNG/sprite fonts via a .font.def and font.sff Each sprite inside a mugen 1.1 font file is hard linked to a specific Letter, Number, or Screenpack Menu Title. For example:
[Files] font6 = FONT/MENU.def
;Title screen definition [Title Info] menu.item.font = 0,0,0 menu.item.active.font = 6,0,0 menu.item.spacing = 0,0 ; Names for each of the items in the menu. Names must be in quotes. ; Use "" to disable an item. If all are disabled, goes straight to demo mode menu.itemname.arcade = "a" menu.itemname.versus = "b" menu.itemname.teamarcade = "c" menu.itemname.teamcoop = "e" menu.itemname.teamversus = "d" menu.itemname.survival = "f" menu.itemname.survivalcoop = "g" menu.itemname.training = "h" menu.itemname.watch = "i" menu.itemname.options = "j" menu.itemname.exit = "k"
Inside of the Font.def looks like so:
; Number 2 - 2 Point Font ; RGBA 2-bank ; Bank 0 - yellow ; Bank 1 - blue
[FNT v2] ; FNT v2 version number. Don't change this. fntversion = 2,00 ; Name of this font. name = "F" ; This font contains the numbers 0 through 9, and a sign representing ; infinite time as the letter 'o'.
[Def] ; This is a bitmap font Type = bitmap ; Bank numbers are mapped to sprite group numbers (required for RGBA fonts). BankType = sprite ; Size of font: width, height. Width is used for spaces. Size = 1280,720 ; Spacing between font glyphs: width, height. Spacing = 0,0 ; Drawing offset: x, y. Offset = 0,0 ; Filename of the sff containing the glyphs. Use sff v2 only. File = MENU.sff
; Note: All units are in pixels. ; Text rendered with bitmap fonts may be in ASCII only. ; See files in work/font for information on creating the sff.
My question is, would it be possible to create a method of using animations/actionnos instead of single sprites. The same way you enabled animated portraits instead of static sprites