MUGEN Database
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This page contains a list of various versions of the M.U.G.E.N engine, whether they be official versions released by Elecbyte or unofficial hacks and modifications created by third-parties. The overall history of the engine can be divided into three distinctive "eras": the DOS MUGEN era, the WinMUGEN era, and the 1.0/1.1 era.

DOS M.U.G.E.N[]

The earliest releases of M.U.G.E.N, often referred to collectively as "DOS M.U.G.E.N", followed a naming scheme that represented the time that particular version was compiled and released. The scheme started as "9X.mm.dd", with 9X standing for the 1990s, and the other four digits representing a month and day respectively. This started with the very first known public build, 9X.07.27, and continued up until 9X.10.19, after which the scheme switched to "yyyy.mm.dd". The last known version of DOS M.U.G.E.N was 2001.04.14.

Almost all versions of M.U.G.E.N from this point were designed exclusively for MS-DOS, and as a result cannot be ran on modern operating systems without the use of emulation or a virtual machine. These versions also had a notably different parser; most versions of M.U.G.E.N are incompatible with characters created for these versions, including Elecbyte's own Kung Fu Man. Newer DOS versions (2000.06.27 and later) are incompatible with older characters made for the older versions (2000.01.01 and earlier) due to changes in syntax and parser.

WinMUGEN[]

Following the DOS M.U.G.E.N builds are a trio of builds compiled for use on Linux, referred to as "LinMUGEN". The last build, Version 2002.04.14 Beta, was the final release of M.U.G.E.N before Elecbyte entered a long hiatus. In private tester circles, a version of Version 2002.04.14 Beta compiled for use with Windows was released, which was leaked to the public around 2003, initially by a Brazilian group called Elecbyte1 (their version was given a new version number, "2003.06.14b") and later by Rouhei in June 2004. This leaked version of the engine, dubbed "WinMUGEN", became the de-facto standard version of the engine at the time, and was subsequently modified and hacked to add a variety of features in Elecbyte's absence.

Although these builds have since been officially succeeded by M.U.G.E.N 1.0 and the M.U.G.E.N 1.1 beta, WinMUGEN builds are still used by the cheapie community due to the presence of various glitches and quirks that were removed in future versions of the engine, such as the Null overflow glitch, some of which effectively act as security vulnerabilities, due to exploitation of them by higher-level cheapies that effectively act as malware. Additionally, though to a lesser extent, some creators continue to use WinMUGEN due to the freqmul parameter for the PlaySnd state controller, which is nonfunctional in newer versions of the engine.

WinMUGEN Plus[]

An unofficial hack of WinMUGEN was released in 2007, under the name "WinMUGEN Plus". This hack added the ability to create and use high-resolution stages, a feature which would not become standard in the official engine until the release of M.U.G.E.N 1.0.

BrokenMUGEN HR/HD[]

Main article: BrokenMUGEN (engine)

M.U.G.E.N 1.0[]

M.U.G.E.N 1.0 redirects here. For the default motif of the same name, see M.U.G.E.N 1.0 (motif).
  • Creator: Elecbyte
  • Initial Release Date: September 21st, 2009*
  • Final Release Date: January 18th, 2011

Features[]

This is a quick list followed by a more detailed summary of each item.

  • Backwards Compatibility
  • Multiple Resolution Setting and Auto Scaling
  • New Developer Tools
  • Remakes of Default Materials
  • New File Format
  • New Triggers
  • Improved AI Control
  • An Updated Tutorial

Backwards Compatibility[]

This M.U.G.E.N like most of the ones before it is compatible with most characters and stages that where built to the M.U.G.E.N standards. However, this version has problems with a noticeable number of characters and stages from the very early days where small errors where common as well as with stuff that takes advantages of exactly how a version of M.U.G.E.N worked (which should not be surprising).

Multiple Resolutions and Auto Scaling[]

This version features four main resolution settings.

  • 320x240 (The original resolution and the one most characters are made in)
  • 640x480 (The resolution used by Hires M.U.G.E.N characters and stages)
  • 1280x720 (The resolution used by KFM720 and the one most likely to be popular among users of this version)
  • 1920x1080 (The highest setting, but to enjoy these to the fullest it takes a strong cpu, because mugen ignores the video card, and a full HD TV)

This Version will automatically scale game components (like characters and stages) to fit in the playing field based on there native resolution which is set in their DEF file. If for some reason (like it being a older character) the native resolution is not set it appears to assume it is 320x240 and will scale it appropriately. The Scale factors from the original size are:

  • 320x240 > 640x480 = 2 times
  • 320x240 > 1280x720 = 4 times
  • 320x240 > 1920x1080 = 6 times

New Developer Tools[]

Two new tools called sprmake2 and sndmaker are included.

sprmake2[]

A tool used to make the sff (version 2.0) file its most noteworthy features are that:

  • The character palettes are stored inside sff
  • It can use pcx, png, and act files
  • It uses a text file called a sff.def to create the sff and thus it can be recreated after only a few changes have been made very quickly.
sndmaker[]

A newer version of sndmaker is included.

Remakes of Default Materials[]

Note the work file for all of these are included. However, "as is" they won't work in most versions of M.U.G.E.N (and editing tools) due to the use of the new features (including the sff version 2.0).

  • KFM has a new move and takes advantage of the new triggers
  • KFM720 is an "improved" graphics version of the new KFM. He has a pastel like look to him.
  • stage0-720 (training ground) is much higher resolution than the original
  • The new default motif allows for 12 characters.

New File Format[]

New Triggers[]

These are triggers found in M.U.G.E.N. 1.0 but not WinMUGEN. The descriptions are quotes from the M.U.G.E.N. 1.0 documentation, except for what is parenthesis.

  • AILevel- Returns the difficulty level of the player's AI (or zero if not active).
  • Const240p- Converts a value from the 240p coordinate space to the player's coordinate space. The conversion ratio between coordinate spaces is the ratio of their widths.
  • Const480p- Converts a value from the 480p coordinate space to the player's coordinate space. The conversion ratio between coordinate spaces is the ratio of their widths.
  • Const720p- Converts a value from the 720p coordinate space to the player's coordinate space. The conversion ratio between coordinate spaces is the ratio of their widths.
  • GameHeight- Returns the height of the game space in the player's local coordinate space. The game space is defined as a spatial mapping to the visible area of the screen in which players interact. Intuitively, it can be thought of as encompassing the graphical area of the game. The dimensions of the game space is specified by the GameWidth and GameHeight parameters in mugen.cfg.
  • GameWidth- Returns the width of the game space in the player's local coordinate space. The game space is defined as a spatial mapping to the visible area of the screen in which players interact. Intuitively, it can be thought of as encompassing the graphical area of the game. The dimensions of the game space is specified by the GameWidth and GameHeight parameters in mugen.cfg.

Improved A.I. Control[]

The new AILevel trigger allows you to simultaneously program your character for different difficulty settings. It is a little advanced (you will need decent knowledge of the [State -1] section of the cmd), but here is a really good tutorial for using this feature: Seravy's AI Tutorial

Updated Tutorial[]

An updated tutorial is included and it is designed to show you the new way of creating characters and stages. It should be noted the old way still works and the tools needed to do it are still included in this version. The new tutorial just does not explain how to do the old way.

I.K.E.M.E.N[]

Main article: I.K.E.M.E.N
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