These notes outline the differences between M.U.G.E.N and Dolmexica Infinite.
Contents
The core idea of Dolmexica Infinite was to be a M.U.G.E.N interpreter for Dreamcast, Web (HTML5), Windows and Vita. Dolmexica Infinite includes features from WinMugen to M.U.G.E.N 1.1b. When there were irresolvable conflicts between M.U.G.E.N versions, the earlier version was preferred. The reason for that is the Dreamcast focus, which usually means a preference for older M.U.G.E.N characters due to memory constraints.
Due to technical issues or general disinterest, certain features have been removed or changed from M.U.G.E.N:
Teams and all team-related triggers and state controller elements have been removed.
Font banks have been removed due to a lack of palette banks on the Dreamcast and the Windows version sticking to the Dreamcast palette limit.
Font banks have been replaced with fixed colors applied to the font.
0 = normal/white; 1 = red; 2 = green; 3 = blue; 4 = cyan; 5 = yellow; 6 = magenta; 7 = black; 8 = light gray
RemapPal can only be applied with source = 1,1. RemapPal parameter is disabled for helper and projectile state controllers.
To avoid loading f6x9.fnt for all mods, the options screen uses the font with id 2 from the system.def if available, otherwise it will use the debug font f4x6.fnt.
Due to an oversight, lifebars currently do not support the full range of animation/text capabilities everywhere (for example, DKO is always text and not an animation). This will be fixed in a, hopefully soon, future release.