LGM2006
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About LGM2006

- Birthday 10/31/2006
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Gender:
Male
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Location:
United States
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Languages:
English, Spanish
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Interests:
YouTube, music, MUGEN
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Too many to pick
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Hello again, guys. How was your Christmas? If it's great, then I'm glad to hear that. Well, if anyone is wondering what's going on with some of my activities in the past few months, I've actually been working and relaxing quite a lot with a few other things outside of this site. And I was originally supposed to be sharing the latest update of this particular MUGEN compilation on either Christmas Day or the day before, but I wasn't able to get extra time on that due to being busy on updating my previous compilations, in order to meet the requirements that said update has to have. Excuse me if these things had to happen with me, although I don't really need to apologize for that. Anyways, after what it seems like an eternity, I'm finally back with the most recent and (possibly?) the last update of my MUGEN 1.0 compilation. Time has managed to fly by pretty fast after that I have shared the previous compilation during the last Christmas Eve. This compilation was last updated since the very beginning of 2025 (this year). Therefore, I'm going to be able to show you all the new characters that I have obtained for my roster so far. Like the aforementioned previous update of my compilation, this one took me almost the whole month to complete. It appears that by the time I was working on the character roster and stage list, I still put in plenty of effort and experience into them. I was actually proud of how the former turned out once that I've accomplished my goal on it. While that it's got a lot more folders and files than the last time, the new characters and stages would most likely make this compilation more ambitious and fun than expected. Disclaimer: Most of the files were modified to their original dates, which are the times where I started working on this compilation, although with extra adjustments and renewals. Here are a few pictures of my latest update of my MUGEN 1.0 compilation: Here is the download link to the compilation above: https://mega.nz/file/MXchBagA#N3Nyg9lT-7-TADxSI8ZoCShXnbCX1kKBSj8OMP1N1vU Note: This compilation would likely take a little longer to load/extract than the other compilations, so as always, please bear with me. You guys can still do something fun while you're waiting for it to load, like listening to music or watching your favorite TV show/movie. On a side note, when I said that this is probably going to be the last update of my MUGEN 1.0 compilation, I meant that I may not create another one for the next year and take a break from doing it. Be sure to click the Readme for a few more details. Credit to all of the creators who made their respective characters and stages in this compilation, as well as Elecbyte for making the man himself, Kung Fu Man, and the actual MUGEN engine. So, I hope you guys enjoy this final new update that I made for this compilation! Please respect the hard effort that I have put into it. I also hope that all of you have a merry belated Christmas, since the aforementioned holiday has already flew by, so be sure to have a happy new year as well!
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Certain characters not showing all of their palettes during gameplay
LGM2006 replied to LGM2006's question in [ MUGEN CODING Q&A ]
Nevermind, I was able to add the Statedef 5900 part to those I have mentioned above who don't have one yet, including two more who have already obtained it. Added the RemapPal code to them as well, and it works like it exactly should. So it seems that I finally managed to do the impossible with some of these characters here, after a couple years of the issue with them that kept on bothering me for no reason. Anyways, here are a couple of Sander's characters with all of their pals available while using them in my personal MUGEN game: Well, I'll be sure to keep myself an eye while adding another character in my game that would normally have this kind of problem, and I can try to follow those steps that I made as soon as possible before that I have already solved it. Post Update (11/4/2025): Turns out that the .SFFs for Sander and Roque's characters, along with Nobun's 2 Ninja Master's chars and Cobra are also compatible with Dos2Win, surprisingly enough, but probably not for Naruto or Pac-Man. I didn't even realize it until now, and there's no really need to debunk that fact, so maybe I would've fixed these characters with that tool earlier. -
Certain characters not showing all of their palettes during gameplay
LGM2006 replied to LGM2006's question in [ MUGEN CODING Q&A ]
Alright, so I managed to solve this issue with Sander's Wolverine earlier this morning by following those steps I mentioned above (these were actually my own, by the way), and it surprisngly works. I had to fix a few more syntax errors on his coding before converting his .sff to 1.0 as well. I've also done this to the creator's Daimon, Iori, and Ramon, with the same successful results. Now I've just got a few more questions to ask: 1. What about Roque's characters (Rera, Tesse, and Tsunade), Nobun's Nobunaga and Ranmaru, Leonardo's Pac-Man, YOUKAI's Naruto, and Butchy's Cobra? Because the problem with these characters is that none of them have Statedef 5900 in their coding. Except for Tesse and Ranmaru, since they already got that part down, so I think I know what to do with them if they currently still have this issue that I'm trying to finish up solving. 2. Do you think I should at least add in the Statedef 5900 part to their respective .cns/.st files, so I can also add in the RemapPal code too? Because trying to fix them without it is probably going to be quite harder than it would be. I know the latter two of these chars aren't all that great, but I still got to respect them. Unless if you can actually come up with a better solution than this one. Forgot to mention something about Cobra, but the version that I got was from Fanatic Mugen, where Oscarnaiz decided to edit this char by giving him 4 more palettes and a .snd file. -
Certain characters not showing all of their palettes during gameplay
LGM2006 replied to LGM2006's question in [ MUGEN CODING Q&A ]
I can see where you're coming from while you added the code that I mentioned above, but the part where you duplicated the standing sprite seemed to throw me off a bit. I know you can't really explain it to me that much, but still. But is this the solution you were talking about? The part where the RemapPal code has been inserted in Statedef 5900? I know this is pretty obvious, but just wanted to show you if this is exactly it: While I was looking back at this character's .cns a few times before that I can try to put the RemapPal code in there, I can confirm that some of Sander's other characters may have already obtained the Statedef 5900 part too. I only have Daimon, Iori, and Ramon so far, and they all share the same exact issue as Wolvie. Though for Ramon, he has two different state texts: one for DOS MUGEN (2001-04) and the other for Linux/WinMUGEN (2002). Here's what I mean by that for further explanation (can be seen at the very beginning of the .txt file): Well, I'm not quite sure if it's mandatory for me to add in the RemapPal code in one of his state texts as well. I'll have you look though. By the way, I just highlighted the aformentioned new code as yellow, because I still don't know if it will keep Wolvie running or not. At least for me, since I saw that you have done the task successfully. But once that I add in the RemapPal code, is there anything else that I can do with Wolvie? Should I convert his .sff to .sff2 and edit his .def to change his mugenversion from 04,14,2001 to 1.0? Or is it what you have just done? Because most of my characters' .sff files are v1.010, and I've read that this code really only works for later versions of the game, as opposed to his native DOS/WinMUGEN versions. Apologies if I sounded like I was confusing you and making this solution a little more difficult than it should be. I'm very new to adding this part in a character that isn't originally made for M1.0/M1.1b, and I didn't want to mess up with some of his coding. -
I can't believe I forgot to ask this particular question for so long, but I think it would be the best time for me to do so because I have a feeling that it is pretty urgent and is also something that I need to get done before releasing my latest compilation. So it appears that almost all the characters in my roster have their palettes working properly, including the ones that I managed to fix with the old Dos2Win tool. However, there are a few that somehow don't have that part down. This usually happens in characters who were made by Sander71113 (the only chars that don't have this issue are his Chizuru and Lucky) and Roque (except for Nakoruru, Mina, Lynn, and Neo Lynn (I was able to fix the former with D2W, which is likely because there were some glitched pals in a few of her sprites, according to Fighter Factory, while the latter three were mainly programmed by fellow author Chloe)). And I'm pretty sure that's probably because they were supposed to be made for WinMUGEN and before. Okay, so let me get this straight: If I were to use the characters that I mentioned above in WinMUGEN, all of their palettes work like they normally do, but if I used them in anything after it, they would only show their default palette. I don't really seem to get why's that happening very often. I mean, imagine if I tried to make a battle between one of these characters fighting against a mirror of him/herself, it would be pretty difficult for me to identify who would win the match. I remember that at some point, NotAGoodName tried to fix the problem with Sander's Iori by using Dos2Win, and it worked for him. But I highly doubt that was the final solution, as if he and other chars were originally for DOS MUGEN, although they have already been converted to WinMUGEN by the author himself. I've also read some further info from this page here: https://mugenfreeforall.com/topic/20137-mugen-11-palette-problem/ It shows that I would need to do a fair amount of editing in a certain character's .cns/.st file by locating the "state 5900" part and adding in this following piece of coding: I sorta understand what was going on there, but to be honest, I'm not sure if that's even worth fixing for any of these characters. And besides, I haven't figured out how or where am I going to put this part while going through their aforementioned .cns/.st files. Another option is that I can possibly update their .sffs to .sff2s (MUGEN 1.0+), but again, can't be sure if that would help me solve the case. I'm not the only one who just faced this kind of problem, I also remember that in a few YT videos that were uploaded by Charmugen, which featured Sander's Iori and Wolverine, even they still only use their respective default palettes. Guess that he wasn't aware of the issue coming up while filming those battles in his MUGEN 1.1 game. Or is it just me? Well, I tried to address this problem on his site, at least in one page that features all of Sander's characters, but I haven't gotten a response from him yet. I really want to use some of his characters in my game, especially his Wolverine, since it was the best version of him that I've seen, and I can't just try to give them too much slack. Oh well, I thought this would be the better place to post what just went wrong with these chars. Note that they do still show all their pals when testing them out on FF3. By the way, here are a couple of screenshots showing this specific issue with one of these characters that I'm trying to ask for help with (here's Sander's Wolverine, for example): This is what he looks like while trying to run him in my actual MUGEN game. As you can see here, he doesn't use some of the other palettes he has, but rather his default one only. And here's what he should've looked instead of the problem that I got with him out of the box. Because of that aforementioned problem I had, his other palettes only seem to work when I tried running him on FF3. So does anyone know if there are any solutions above that I can use to make these characters' palettes load with success? Not on FF3, but only on my personal game. If not, is there another solution that I can come up with instead? As usual, any help will always be appreciated, even if it might not be what I'm truly looking for. P.S.: I've also noticed that Nobun's Ninja Master's chars, YOUKAI's Naruto, Leonardo's Pac-Man, and Butchy & Mike Werewolf's Cobra are also having this same problem. I'd appreciate it if anyone knows how to fix their pals too.
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A couple things that I would like to add for this collection (both from My Life as a Teenage Robot): Jenny by Mugenfan: https://www.mediafire.com/file/yb7qdsnn63kp3ec/jenny.rar/file Unnamed river stage by Madoldcrow1105: https://web.archive.org/web/20170213073601/http://1105design.com/mugen/river.rar
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Well, it seems that my case for another missing character has finally been solved, after all these years of it being stuck as a mystery: Flash (from the Genesis version of Justice League: Task Force) by Erradicator: https://www.mediafire.com/file/55zqio96biv1dts/flashMD.zip/file This actually appears to be a very special present that some people have been wanting to have. I think the temporary link for the other one that's mistakenly labeled as this version should be removed by now.
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Unfortunately, it appears that the Wayback Machine decided to remove the archived link for Juan Carlos' update of COCO's Batman, only two years after that it was preserved here. At least I still have the character, although the only thing I did was that I removed the stage files that originally came with the char: https://www.mediafire.com/file/urkdebry32js7r2/batmanSFC.zip/file
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I believe Karl Otaku Alea has one more DD5 character that he/she made. It was Jimmy Lee, no? But I'm sure I've seen it not too long ago: https://www.mediafire.com/file/y8t59lqhqdpcrsr/Jimmy_Lee.zip/file
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If anyone is wondering why the links for all of my three compilations have been constantly changing over the past several months, it's because there were still some goofs and other things that I had to correct/adjust for myself. I could've just at least done those actions while that I was working on these compilations. I am very sorry that I have actually managed to do them way too late, as if I did not realize they were there until I just checked in carefully. But no worries, all of these corrections and adjustments are already filled in. Be sure to check in for the section of new releases later on, as if my latest M1.0 compilation will be published during the upcoming Christmas season.
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Got it. Thanks for letting me know. I never knew that it was a leaked W.I.P until now.
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I don't think that was the right character. Downloaded it, and it actually turns out to be FirePunk's SNES JLTF Flash, although it appears to be having files taken from the aformentioned version by Erradicator and Black_Dragon for some strange reason. At least you actually tried looking for the character though.
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That Electro by an unknown creator was actually made by Mole (?), as stated in that Italian MUGEN forum I posted earlier, while the version of Thunderbird (Neal Shaara) was done by Savage81. By the way, here are a few lost characters that I managed to find for this collection as follows: - An older version of Seth Zankuten's Spider-Man, dating back to 2004. Found it in a WinMUGEN compilation. From what I can remember, this appears to be having some slightly different background effects and portraits. He also seems to be lacking a mode where he has voices taken from Tobey Maguire's Spider-Man, unlike in the later version: https://mega.nz/file/Ze1SlBZQ#L8m4dSNzbDpicVnZellcNiDm6abz2thsZ4NU_uk--8o - A rare update of Overlander's Apocalypse by Majin, in which nobody knew existed until a few years ago: https://mega.nz/file/8ecBmTTC#ljjEEJ70ICoAP05M_kdyZPIINbhsqqR-VBu3geo-JRc - The original version of OnslaughtX's Apocalypse. The one you have has been updated by Kung Fu Man: https://mega.nz/file/8PcG0KAI#nHYXP6U8IxmMKOTH9-585cBSzUZ2zEMc0CglZk6q2J0 - And finally, one more char of the paletteswap pack that I've been requesting for a while. Scream by an unknown creator (paletteswap of Seth Zankuten's Carnage): https://www.mediafire.com/file/5if8lyajk9jzsqf/Scream.rar/file
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Here is a slight reupload to my edit of Orochi Sakura. Same character, but the previous revision seems to be missing some shading on a few of her palettes. No worries, but that's already solved by me, so use this link instead: https://www.mediafire.com/file/05jo6hexcwj121r/Orochi_Sakura.7z/file Now she looks a lot better with that extra shading on some of her new pals. Didn't even realize that she missed it until that I examined her again carefully on Fighter Factory, so excuse me for that. I know it was plenty of work and kinda frustrating for me to update her further, but still. I managed to add in at least two more palettes this time, in which I forgot that I have also made, as well as a Readme of mine. However, I've noted that her small and big portraits in the character select screen are still glitched up, but I decided to make a small patch that would help her get those fixed.
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There was actually another version of Boogerman that was made before yours, Basara. It was made by DrKelexo. Not much is known about this particular Boogerman, but I heard that it was hosted in a Russian MUGEN site sometimes in around 2016, probably the only way to download him at that time. Sadly, unlike his Earthworm Jim, it is offline and unavailable to download at the moment. Here is where I got my information from: https://mugenlostmediaarchive.fandom.com/wiki/Boogerman_(DrKelexo)