                                                                                                    
                                                                                ;;ii;;                
                                                                          ::iiiiiiii                  
                                                                    ..iiii;;..  ii..                  
                                                                ..ttii..      ii::                    
      ..;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;iiiiii..    ::;;                      
    ..::                                                    ..;;ii;;..      ii..                      
  ..::                                                ::;;ii;;..            ;;;;..................    
..::                                            ..;;ii::..                    ..iiiiffffffffffffjjii  
::..        http://infinitymugenteam.com/     ..,,ii....                        ..iifffffffffffffftt..
  ::..                                              ..;;;;....              ..;;;;;;;;;;;;;;;;;;;;    
    ::..         Share & Create                           ,,;;;;....        ii..                      
      ::......................................................;;iiii;;..    ;;,,                      
        ........................................................,,iiii        ii..                    
                                                                  ,,;;ii;;..  ..ii                    
                                                                        ;;iiii,,;;;;                  
                                                                              ;;iitt..                
                                                                                  ;;;; 


----------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------
-------------------------------- Tenguman - RMM EDITION --------------------------------------
----------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------

Tengu man Releae 2 - 2019,03,05

Updated Sprites and some bug fixes by Laspacho
Originally Sprited and Coded by aPoCaLyPsE

Special Thanks to:
Rage for helping with the main black border
Manic and Magma Dragon MKII for new heads, and suggestions.
Thanks K3nShiN and RYO2005 for some sprites.

NEED TO UPDATE THIS With tengu info...---- "aPoC."

;===========================================================================
;Robot Master Mayhem - Character Template V.1
;Template by Acey
;Based on Megaman by Chaotic
;www.infinitymugenteam.com
;===========================================================================

Robot Master Mayhem is the 3rd Mugen game project by the Infinity Mugen Team.
This character template was developed in order to help set the standard that
would be followed for characters who will be in the game project as well as
allow any individual  to make their own characters for use with the game
screen pack. Below you'll find general details of the game dynamics, what
is available and as what is expected in this endeavor.

Character Game play:

	General Gamplay:
	* Dash Forward: F,F
	* Dash Back: B,B
	* Super Jump: D,U
	* Dodge in place: LP+LK
	* Dodge Forward: F+LP+LK
	* Dodge Back: B+LP+LK
	* Recovery Roll: Hold Forward or Back while recovering from lie down
	* Throw: Hold Forward or Back and Press HP or HK
	* Launcher: Crouch HK (can be changed to any normal ground attack)
	
	Default Specials:
	* D,DF,F, LP = Special 1 (Projectile)
	* D,DF,F, LK = Special 2 (Use Current Power Set)
	* D,DB,D, LP = Special 3
	* D,DB,B, LK = Special 4
	
	Default Hypers:
	* D,DF,F, 2 Punch = Hyper 1
	* D,DB,B, 2 Punch = Hyper 2
	* D,DF,F, 2 Kick = Hyper 3
	* D,DB,B, 2 Kick = Hyper 4

	Power Sets:
	* D,D, any button = Switch Power to power sets 0 through 6
	* F,B,F, any button = Switch Power to power sets 7 through 13
	* D,F, Kick = use Power Set
	
	Default Sets:
	  00 = Partner Attack
	  01 = Gutsman Rock Throw
	  02 = Elecman Electricity
	  03 = Metalman Blade Throw
	  04 = Megaman Rock Ball
	  05 = Airman TOrnado
	  06 = Quickman Bommerang
	  07 = Megaman X Hadoken
	  08 = Woodman Leaf Throw
	  09 = Unused
	  10 = Unused
	  11 = Protoman Buster
	  12 = Bass Buster
	  13 = Unused

Character Sprites:

	Mugen Portraits: 
	The RMM project uses Mugen Standars portraits
	* 9000, 0 = Small Portrait used for select screen and life bars.
	  25 x 25 pixles
	* 9000, 1 = Large Portrait used fpr select screen and versus
	  screen. 120 x 140 pixles

	Get Hit Sprites:
	Sprite Group 5000 through 5300 are used for the Mugen Required "Get
	Hit" Sprites. These are already installed in the template and can
	simply be replaced and realigned with the new character sprites.
	
	Partner Sprites:
	Sprite Group 4000 though 4999 and 6003 (as a power set) are used for
	partner sprites (e.g. Rush, Treble). Having a partner is optional
	for the game project.
	
	Character Power Set Sprites:
	Sprite Group 1200 though 1299, 1300, 1500, 1700 and 251 in the
	template deal with the characters sprites default Power Sets. These
	sprites can be edited into the new RMM character or replaced with
	separate Power Set, depending on the character being created.

	Power Set Helper Sprites:
	Sprite Group 6000 through 6999 are used for all the weapons (helpers)
	of the Power Set Attacks.
	
	Power Set Square Icons:
	Sprite Group 8300 are the icons that apear when each power set is
	selected
	
	Hyper Portrait:
	Sprite Group 740 is the Hyper Portrait. 740,0 is used in the game
	and can be replaced with the portrait for your character. 740,1 is
	an example of how a finished portrait should look.

	Shared FX Explodes:
	For each [explode] in your character, set the [anim = ] to the
	desired effect below for fuctionality with the RMM screen pack.

	f8500 = Land Dust
	f3333 = Block
	f6767 = Push Block
	f4444 = Launcher Circle (Left Portion)
	f4445 = Launcher Circle (Right Portion)
	f6666 = Ground Flash
	f6777 = Hit Wall
	f9995 = Super Jump
	f9006 = Super Jump Ground Circle
	f4532 = Hyper Start
	f750  = Hyper Background

Character Animations:
	
	Hit Spark Animations:
	  7000 = Normal Attack
	  7001 = Special Attack
	  7002 = Hyper Attack
	
	Special FX Animations:
	  4532 = Hyper Start FX
	  750  = Hyper Background
	  1080 = Hyper Portrait
	
	Optional Animations:
	If these animations are not used they should be deleted from the
	AIR file.
	  7696 = Get Shocked
	  7697 = Be Burnt
	  7990 = Get Frozen
	  7991 = Get Frozen in the Air

Additional Game Project Details:

	* All intros should "changestate" into [statedef 193]
	* All Win poses should include the Sctrl "AssertSpecial" with
	  the flag "NoBarDisplay"
	* Partners (such as Rush or Treble) are optional.
	* Each character is expected to have a counterpart hyper.
	* A preprogramed Combo Annoucer is contained within the template.
	  This code is found under [statedef -2] and uses Var(8) through
	  Var(11). For a completed listof varaibles used within the character
	  use the "Var" option in the CNS file.
	* A preprogrammed Damage Dampener is contained within the character
	  which uses fvar(10) through fvar(12) This code will decrease hit
	  damage during a combo by 90% of the 2nd attack's original value
	  then to 86% of each subsiquent hits orginal value.

Character Creation tutorials available at:
http://www.infinitymugenteam.com/infinity.wiki/mediawiki/