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  • 🎉 WE ARE BACK ONLINE! 🎉

    After few days of alot of maintenance and work. We are back online again.

    So you might be wondering what happened?

    After the moving with the servers its been good past few weeks until the day I woke up a week ago the server has been freezing/timing out

    So I ask a Server provider what's happening they were quick to respond and told me one of the SSD have BAD sectors and needs replacing.

    I have been waiting for the past 1 -3 days as they tried to get into the live cd to let me back up all my things but not working, had to do some maintance again to do a memory tests it took a long time, booting into the system I backed up everything and then the next few days was a nightmare fixing and gathering the things I needed and now its back up and running again.

    Thank you to everyone for your support and waiting patiently to get it up and running. Sorry for the inconvenience

    - DoomJoshuaBoy

How to Make a MUGEN / IKEMEN Screenpack?

M.U.G.E.N & IKEMEN Screenpack & UI Masterclass

The Definitive Guide to Designing Main Menus, Custom Select Screens, and Lifebars

A custom screenpack completely redefines the identity of your M.U.G.E.N or IKEMEN engine build. It controls the introductory cinematics, title screen layout, select grid slots, font assets, and individual fight HUDs. This guide covers manual UI assembly, advanced element alignment, and a streamlined modification pipeline to help you customize your engine aesthetic.

1. Mikazuki's Official Guide to Screenpack Modification

Modifying a pre-existing screenpack is an exceptional shortcut to getting a stunning, fully optimized UI layout without reconstructing thousands of coordinate lines from scratch. Follow this clean editing workflow:

  1. Target Your Theme: Choose a baseline screenpack folder that contains the general layout framework (like grid distribution or resolution metrics) you wish to build upon.
  2. Analyze the Data Roots: Open Fighter Factory and target the configuration text file paths (such as system.def) located within the screenpack's data/ folder.
  3. Isolate Graphic Assets: Load the corresponding Sprite (.sff) database to look at the exact graphic slices, background graphics, overlay textures, and logo frames the engine reads.
  4. Swap and Save: Replace the stock user interface elements with your custom assets—ensuring correct index color constraints—and save to immediately view your new design in-engine.

2. Core Configuration Files

A screenpack's operations are divided between two dominant configuration ecosystems housed in your engine directory:

📄 SYSTEM.DEF (The Engine Interface Brain) This master file dictates the rules of your primary menus. It scripts title menus, logo animations, custom font mappings, cursor behavior variables, character slot counts (columns vs. rows in the selection grid), category breakdowns, and Versus screen presentation layouts.
📄 FIGHT.DEF (The In-Game HUD Framework) This file strictly governs the heads-up display active during a battle. It manages the coordinate mapping, sprite hooks, and tickers for your custom Health/Lifebars, Power meters, round announcements ("Fight!", "K.O."), match timers, combo counters, and danger indicators.

3. Comprehensive Video Learning Tracks

For detailed step-by-step breakdowns covering advanced screenpack building, custom select screen adjustments, and complex coordinate alignment, explore these community resources:

Track A: Core Screenpack Foundations

Introduction to Screenpacks

Excellent starting baseline discussing basic files, directory structures, and file interactions.

Watch Tutorial →

Advanced UI Customization

Deep dive into coordinate tracking, alignment properties, and handling layer assets within Fighter Factory.

Watch Tutorial →

Complete Custom Screenpack Setup

A clear visual process on building up custom assets and defining interface options.

Watch Tutorial →

Track B: Specialized Layouts & Custom Grids

Building Select Grids

Detailed logic on mapping slot dimensions, columns, rows, and spacing constraints.

Open Link →
Designing Custom Lifebars

Step-by-step methods for editing fight meters, timer graphics, and combo text hooks.

Open Link →
Font & Text Rendering

How to format custom sprite fonts (.fnt) and map text strings for clean readability.

Open Link →
Polishing Widescreen Assets

Optimizing parameters for 16:9 displays and managing cross-engine scaling.

Open Link →

Broken Select Coordinates or Glitched HUD Elements?

If your roster layout is overlapping, your lifebars aren't scaling correctly, or custom font files are failing to load entirely—paste your system definition parameters below and our staff can help debug your layout!

  • Published
    Jun 20, 2026
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