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Author Topic: Switching Hyper BG?  (Read 291 times)

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Offline Tazzer

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Switching Hyper BG?
« on: April 08, 2010, 06:18:01 AM »
A lot of characters come with multiple Hyper BGs.  Never thought anything of until last night when I decided I wanted my Mugen to be more uniform as far as the characters go (same style Hyper ports, smll ports, big ports etc etc..)  The ports are no problem, I and handle those easy.   My problem is when it comes to the hyper bg:

This is the Code for this particular character:

[State 3000, HyperBg]
type = Explod
trigger1 = time = 0
anim = 752
pos = 160,0
id = 305
sprpriority = -4
supermovetime = -1
postype = back
bindtime = -1
removetime = 115
removeongethit = 1
facing = 1
shadow = 68,68,68
ownpal = 1
ignorehitpause = 1

[State 3000, HyperBg]
type = Explod
trigger1 = time = 0
anim = 752
pos = 160,0
id = 305
sprpriority = -4
supermovetime = -1
postype = back
bindtime = -1
removetime = 115
removeongethit = 1
facing = -1
shadow = 68,68,68
ownpal = 1
ignorehitpause = 1


I figured I'd be all set by plugging in the number #750 (Which points to the BG animation I want) because #752 works great.

However when I switched it out, this happened:




Does anyone see why this is happening?  I don't get it.  It's completely fine when 752 is in there and it does the above to the remaining two Hyper BGs.  Help would be appreciated.  Thanks in advance.

I know it's probably something very simple, but I have no idea about the coding side of Mugen... just a few things here and there by trial and error.
« Last Edit: April 08, 2010, 08:36:38 AM by Tazzer »



Offline Fallen_Angel

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Re: Switching Hyper BG?
« Reply #1 on: April 08, 2010, 09:46:11 AM »
You are using 2 explods, each one of them uses half size of the screen.

You should remove one of them, and edit the position value


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Offline Tazzer

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Re: Switching Hyper BG?
« Reply #2 on: April 08, 2010, 10:11:18 AM »
Alright I'll try that.  Thanks alot.   I just assumed that all there backrounds worked the same what that the first one did.

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