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BGM Select Menu Inside New Extra Options Menu in Menu/Title Screen

maxman

Well-known member
By not derailing this musicoverlap topic, I decided to create a new thread asking how I could get started with adding a new menu as extra option like SOR2X. A music switch according to the playlist version being chosen. For example, in Tekken 2 and 3, you go to options menu > game option and then you go to BGM select and switch from arrange to original/arcade. That's because I want to switch music in that menu so that I could play with red, blue, and green versions in certain music playlists. A step-by-step process is welcome.

EDIT: For instance, I want to use the songs from both the main music folder and its subfolders. I would like to have 3 options of red, green, and blue for selecting music you go to arcade mode with. When you choose "Red" in the extra options mode, the playlist will play all the songs from the red version in game mode.
 
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Solution
By not derailing this musicoverlap topic, I decided to create a new thread asking how I could get started with adding a new menu as extra option like SOR2X. A music switch according to the playlist version being chosen. For example, in Tekken 2 and 3, you go to options menu > game option and then you go to BGM select and switch from arrange to original/arcade. That's because I want to switch music in that menu so that I could play with red, blue, and green versions in certain music playlists. A step-by-step process is welcome.

EDIT: For instance, I want to use the songs from both the main music folder and its subfolders. I would like to have 3 options of red, green, and blue for selecting music you go to arcade mode with...
This is what I meant with disabling/enabling music in Sound Options Menu especially in Menu Screen.


In menu screen and levels, as well as pressing the screenshot key for options. (Yeah, I know that enabling/disabling works well in levels.)

Wow. This is my first time I discovered enabling/disabling music to go to remix.bor in levels. It's in the old version 3701. (This is without scripted music.) Not sure if the latest version works though.

I wonder how the engine can make the music revert to its respective last playmusic in script after disabling and then enabling it in the title/menu screen like the beginning of the last video. The music toggle in levels is no problem since it's scripted.

EDIT: @Kratus I seem to have a problem with the saved title music. It doesn't seem saved after choosing it. I think it must be coming from update.c. Is it okay if I could send you one in PM?
 
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@Kratus It seems that both updated.c and keyall.c do work well on my end, but I think the issue must be from my update.c. It has clearglobalvar() in it because I have it for a partner script. I'm thinking of removing the partner script, but I'm gonna leave it for now. I decided that I will send you a PM regarding this issue.
 
I decided to remove the partner menu script from update.c file due to clearglobalvar being the main cause for reverting the music to go back to the default version. It's now working well as the required music script templates. It's all done. Now I'm moving on to creating a new option.

I want to create an option for font orientation which you switch from a default life number to a different color of it, based on the chosen music style. For example, one option is "Normal" which is font4. If you choose "RGB", a specific font color is chosen within the chosen music style (from font 5-7). (I'll explain later.)
 
What do you think about utunnels's title/menu script edit he did with @bWWd's BattleToads mod? I see he used skiptoset 0 and made the title screen as a level with menus to look like the default title screen. Maybe it could work for intro.txt or the intro with scripted music?

In this case I suggest creating an exclusive music only for the intro in which mixes both first and second tracks into one using an audio editor, and then play one unique intro cutscene using the intro.txt.
How can I do this when I have three tracks since a music has both sides for listening? Do I have to have 2 tracks, one for left and one for right? Or do I have to mix all of those three into one? One song has something I want to loop, but the other two, I don't need to worry about unless I find out one original song that has something I could make a loop point of.

I thought you would use in-game cutscenes, but the engine will only read the native intro.txt because there's no intro2.txt.
Should I make a fake intro cutscene by renaming a different file name (but using the same scene as intro.txt) other than intro.txt? How am I going to substitute the default intro.txt if I make it as a skipper of the main intro (intro.txt) which skips only to the title screen?
 
What do you think about utunnels's title/menu script edit he did with @bWWd's BattleToads mod? I see he used skiptoset 0 and made the title screen as a level with menus to look like the default title screen. Maybe it could work for intro.txt or the intro with scripted music?
Sorry, I don't know too much about these games works.

How can I do this when I have three tracks since a music has both sides for listening? Do I have to have 2 tracks, one for left and one for right? Or do I have to mix all of those three into one? One song has something I want to loop, but the other two, I don't need to worry about unless I find out one original song that has something I could make a loop point of.
If I remembered correctly the case, simply mixing all the musics into one using any audio editor will solve the problem, like Sound Forge or other tool.

Should I make a fake intro cutscene by renaming a different file name (but using the same scene as intro.txt) other than intro.txt? How am I going to substitute the default intro.txt if I make it as a skipper of the main intro (intro.txt) which skips only to the title screen?
I didn't understand exactly the question, but once there's no intro2.txt you need to manage everything with the intro.txt.

IMO you could solve it by not changing the music style during the intro.txt, you can put any generic intro music and make a short presentation for the game, similar to what I'm doing in the SORX.

And then create the proper cutscenes when you start any game mode but before the game starts, this way you can create any cutscene.txt file, detect it with scripts and then change the style, again similar to what I did with all the SOR1/2/3 intros.
 
Sorry, I don't know too much about these games works.
This is where I got it from 10 years ago.


If I remembered correctly the case, simply mixing all the musics into one using any audio editor will solve the problem, like Sound Forge or other tool.
I'm confused on how to mix all the tracks together whether I put them all like this or I put one music and then another eventually. I just got started to put them together in one here. Should I make one music with a separate channel, like Blue for left and red for right, or something? I have 4 options for each of them: Mono, Left Channel, Right Channel, and Make Stereo Track (if you click on the down arrow sign in Audacity).

10-5-2023 9-45-54 PM.png

I didn't understand exactly the question, but once there's no intro2.txt you need to manage everything with the intro.txt.
I meant to make intro.txt with one cut to end and display another scene .txt with a full one after intro.txt. It might sound like it's impossible to do. Look at the left side of it. How can I play a custom cutscene after the title screen cuts?

cuts for scripted music.png

New intro.txt (with no scene):
Code:
#    music        [path] [loop]        # BOR file to play
#    animation    [path] [x] [y]        # GIF animation to play
#    silence                    # Stop music


animation    data/scenes/blank.gif
 
This is where I got it from 10 years ago.



I'm confused on how to mix all the tracks together whether I put them all like this or I put one music and then another eventually. I just got started to put them together in one here. Should I make one music with a separate channel, like Blue for left and red for right, or something? I have 4 options for each of them: Mono, Left Channel, Right Channel, and Make Stereo Track (if you click on the down arrow sign in Audacity).

View attachment 5360


I meant to make intro.txt with one cut to end and display another scene .txt with a full one after intro.txt. It might sound like it's impossible to do. Look at the left side of it. How can I play a custom cutscene after the title screen cuts?

View attachment 5361

New intro.txt (with no scene):
Code:
#    music        [path] [loop]        # BOR file to play
#    animation    [path] [x] [y]        # GIF animation to play
#    silence                    # Stop music


animation    data/scenes/blank.gif
Ok, I'm kind of lost on what we are talking about, let's clarify some points. First, as far as I know the only place where you can freely add custom scenes.txt is during a level set. That said, the "whatever scene.txt" can't be added after the intro, this is a default engine behaviour. However, you can still play media directly through the playwebm/playgif functions, but there's no way to detect it using the openborvariant "current_scene" because no scene.txt is triggered in this case. This is another reason why I avoid changing the music style between the intro.txt and the title screen.

About the music, I meant that you can simply put one track behind another as a one single big music track by coping/pasting, then they all will be played in sequence. But I don't remember exactly where it would be useful once the topic advanced a lot since our previous conversations.
 
I'm planning to add another music style, but I want to make it as an unlockable. Do you think it's possible to make it unlockable only if I create a menu in level? I will be changing from a default title screen to the level one since it's possible to do it only with scripts in level.

EDIT: I mean... if you complete the game one time then you can unlock one new music style.
 
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