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font tutorial

FOR MUGEN 1.1 ONLY

This is a quick guidethat will cover how to create fonts for MUGEN 1.1 made by TheArcadeStriker.

You will need the following:

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-Your font sprites/spritesheet
-Fighter Factory 3

-Shoebox

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Phase 0: Preparations

Download and install Shoebox (and install Adobe AIR if you don't have it since the program needs it), have a folder ready for your font sprites/spritesheet and find something where you can test the font. In my case, I'll create a Diddy Kong Racing font for MUGEN (using a ripped spritesheet by RadSpyro) and test it using MUGEN interface (which here will be the default one): So I find system.def in the data folder and replace "enter48.def" and "arcade.def" in it with "DiddyKongRacing.def", which will be the font filename I will use from now on.
You will have to also have the template file where you want it to be (in this case it would be in the font folder since there is where it will be loaded) and rename it accordingly.

Phase 1: Croppin' with Shoebox

While you may skip this step if you already got your font as separate sprites, that is pretty unlikely to be the case, so...
Open Shoebox, and just drag the font spritesheet to the "Extract Sprites" box like this:
 

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And you should get a window confirming the sprite extraction, like this one:

 

 

 

 

 

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If you see that the font characters you want to use are highlighted each one in their own box properly, then just press Save and the sprites will get saved to the folder where you had the spritesheet. If the font characters seem to be stuck together (like on the lowest set of letters), then it must be since said characters dont have a space between them, and you will either have to edit the sheet to separate the characters or use another sprite splitting program.

Phase 2: Importing stuff to Fighter Factory
Open Fighter Factory 3 and open the renamed template .def file from earlier and you should get what looks like a text file. Just replace the name with whatever you want, and the size number should be set to the largest character/characters in the fontset. You can check this easily by right-clicking a empty space on your folder and ordering the images by "Dimensions", and you should see the largest sized characters at the bottom.

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In this case, the biggest one is "W", with size "26x29", so we replace the size with that value. Then just replace the sff filename with what you want the sff to be called (I'll just call it DiddyKongRacing.sff). After that, it should look something similar to this:

 

 

 

 

 

 

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Now, click the picture icon in the side of the checked one to enter the Sprite section, click the Add Sprite icon (a white square with "PCX" on it) then select every letter of the alphabet (if there are foreign sprites on the fontsheet, you can either delete or move them; or hold down CTRL, select the entire square with the font letters and then click what isn't a letter while holding CTRL to deselect them):

 

 

 

 

 

 

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After that, a window like this one should appear:

 

 

 

 

 

 

 

 

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Leave Group as 0 and the index depends of what you want to import; but since we are importing only the alphabet at the moment, set it to 65 and click OK. To import the lowercase letters (since you only just imported uppercase), do the same add sprite process above selecting either lowercase letters or (in my case) the same letters from before if you don't want to use lowercase, and import them using index 97. To import numbers, you also just select the numbers 0-9 (similar to above) and import them with index 48. After you have finished importing, go to Project > Save As and save the def file (if it asks you something about UTF-8, say yes), then select MUGEN 1.1 here:

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And save the asked .sff file to what you named it in the .def file.

Phase 3: Just testing!
If you have prepared the stuff to test the font, then you should be able to check it by opening MUGEN and looking where you want. Since I wanted to test it on the default 1.1 main menu, I just open the game to find out the results:

 

 

 

 

 

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Success!

-If the letters offset or spacing aren't correct, you can always adjust that in the font's .def file, and font size scaling can be handled by the screenpack/lifebar.

-You can also import special characters by selecting each one and importing it to their index number (using the CharTable), or import one set of special chars and then another (also using the CharTable as a reference).

-It is recommended that you crop/cut out manually colon and semicolons as Shoebox may crop these out incorrectly.

-To create a number only font (ideally for a timer), create the font by just importing the numbers and nothing else; and if you have a Infinite symbol, import it under index 117, and then save the timer font.

Hopefully this has got it as clear as possible. If you have any issues with this, don't be afraid to ask me. See ya!
Enjoy!

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