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-------------------------------------------Famicom Fighters---------------------------------------
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I. About
II. Contact/Disclaimer
III. Regarding Ikemen GO
IV. Overview
-i. Getting Started
-ii. Modes
-iii. Controls
-iv. Engine Controls
-v. Moves
-vi. System
-vii. Online Multiplayer
V. Options
-i. Alternate Portraits
VI. F.A.Q.
VII. Credits
-i. Programming
-ii. Graphics
-iii. Music
-iv. Sprite Sheets
-v. Testing
-vi. Special Thanks

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I. About
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Famicom Fighters is an NES/Famicom all-star fighting game! It features characters from various
games throughout the NES library and puts them up for a brawl in a classic 2D fighting game style.
It was started in 2012 on M.U.G.E.N. 1.0, with an IKEMEN port in 2017. In 2022, it was ported over
to Ikemen GO and has become the main development engine.

This readme only covers the Ikemen GO port. The Ikemen GO port contains mainy differences compared
to the MUGEN version. See "Regarding Ikemen GO" for more information.

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II. Contact/Disclaimer
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Copyright Disclaimer under section 107 of the Copyright Act 1976, allowance is made for fair use 
for purposes such as criticism, comment, news reporting, teaching, scholarship, education and 
research. Fair use is a use permitted by copyright statute that might otherwise be infringing. 
Non-profit, educational or personal use tips the balance in favor of fair use. The use of such
material in Famicom Fighters is for transformative purposes as a parody Famicom Fighters is a 
non-profit fan game and does not intend to use such material for commercial purposes.

The majority of the content used in this game is owned by these known companies and are no way 
affiliated with Famicom Fighters:
Nintendo Co., Ltd.
Capcom Co., Ltd.
Konami Holdings Corporation
Bandai Entertainment Corporation Inc.
Taito Corporation
Koei Tecmo Holdings Co., Ltd.
Sun Corporation
Square Enix Holdings Co., Ltd.
Interplay Entertainment Corp.

Unlisted companies, whether they are used in promotional material (screenshots, videos, etc.) but 
are not in the game yet or were left out on accident still fall under the Fair Use disclaimer.

As it uses the Ikemen GO engine, it abides by the same licensing that they use. See 
under the "License and "ScreenpackLicense" text files in regards to licenses.

Any non-engine content that was transformed or were originally created for Famicom Fighters can be 
used for other non-commercial works. However, out of respect we wish you ask for permission and/or
credit the team or the individual contributor for the work.

For any contact inquiries, contact famicomfighters@gmail.com. You can also contact the team
through these platforms:
Discord: https://discord.gg/XUUWb46
Youtube: https://www.youtube.com/channel/UCHcPUmhi644mGqqhJhfJmSQ
DeviantArt: http://famicomfighters.deviantart.com/

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III. Regarding Ikemen GO
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Ikemen GO will be the official main engine for Famicom Fighters going forwards. All team modes 
within Ikemen GO will be the only officcial team formats for Famicom Fighters. We will eventually 
drop development and support for the M.U.G.E.N and I.K.E.M.E.N versions.
 
i. Current Differences
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-MacOS and Linux support. In regards to Linux distro compatibility, check this link:
https://github.com/ikemen-engine/Ikemen-GO/wiki/Linux-Distro-Compatibility

-The original pause menu was dropped to utilize Ikemen GO's built-in pause menu. Movelists and
controls are now displayed as scrolling lists as well. You can also go back to the character
select or change controls mid-match through this pause menu.

-Netplay is contained within a single build.

-An actual 1P vs. CPU mode.

-Bonus rounds cannot be encountered during survival mode and only last for a single round.
They can also be played in their modes in the Bonus Game section under Mission.

-Random select icons are now on the roster. While M.U.G.E.N had support for these, it didn't allow 
us to exclude certain characters. If they were included there, bonus rounds could have also been 
chosen at random by the player.

-Unique screens for the continue screen, the win screen and the results screen. M.U.G.E.N had
hardcoded screens that didn't allow for much modification.

-The second character in a tag team can be controlled by the same player. This also removes the 
need to call the partner to switch in.

-Turns mode has been reduced to only three characters. M.U.G.E.N forces a max of four.

-Training mode allows for tag and turn teams to be used.

-All stage elements are handled within the stages themselves instead of through the characters. 
While this has no effect on the main game, this means the stages can be ported to other Ikemen GO 
builds while retaining all stage elements.
(Applies to Pro Wrestling: Wrestling Ring and Kid Niki: Stone Wizard Temple)

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IV. Overview
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i. Getting Started
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There are two .exes included; one labeled "Famicom Fighters (Local)" and the other labeled
"Famicom Fighters (Multiplayer)". The former contains a number of single-player modes while the
latter contains a LAN mode where you can connect with another user and play with each other.

ii. Modes
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Arcade - Typical 1-on-1 arcade ladders. This mode also contains bonus rounds that show up between 
fighting characters. In the future, this will involve an actual story for all the characters on the 
roster.
-Single Mode - Only 1 vs. 1 matches.
-Team Arcade - Allows you to choose between three team modes:
--Single - A single character
--Tag - Two characters that can take turns by switching around. You can also summon your partner
to do attacks as well.
--Turns (Up to 3 characters) - After each character is defeat, the other one will come in
next round.
-Team Co-Op - Allows you and another local player to play as a co-op tag team through Arcade.

VS. Mode - Modes involving a single match.
-1P vs. 2P - Player 1 vs. Player 2, single-only.
-Team Vs. - Player 1 vs. Player 2 that allows for team modes.
-1P vs. CPU - Player 1 vs. a CPU-controlled opponent.

Network - Modes in regards to online multiplayer. See "viii. Online Multiplayer" for more info.
-Versus 2P - Player 1 vs. Player 2
-Arcade Co-Op - Allows you and another local player to play as a co-op tag team through Arcade.
-Survival Co-Op - Allows you and another local player to play as a co-op tag team through S
urvival.

Practice - Modes to help you learn characters.
-Training - Your character vs. a training dummy. The pause menu has additional training options
that can control the other character.

Mission - Additional modes
-Survival - Fight an endless amount of characters and bonus stages to see how long you last. 
You can fight with any of the alternate team modes.
-Survival Co-Op - Survival mode but you're in a tag-team with another local player.
-Bonus Games - Allows you to play any of the bonus rounds in Arcade individually.

Watch Mode - Lets you watch matches.
-CPU vs. CPU - An AI vs. AI mode where you can watch the characters fight it out. Team modes
are selectable here.
-Replay - Allows you watch any replays of matches from online sessions.

iii. Controls
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NOTE: The control scheme is based on the standard NES controller. The actual keys used are listed
in the Options menu and can be redefined.

Up, Down, Forward, Back - Basic 4 directions (Notated as U, D, F, B)

A - Punch

B - Kick

Select - Action

Start - Currently nothing. Used primarily for selecting alternate palettes on the character select.

X, Y, Z - All these three go unused.

iv. Engine Controls
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NOTE: Uses the keyboard.

Escape - Opens the menu, also lets you access the training mode options.

v. Moves
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Dash Forwards - F, F

Dash Backwards - B, B

Air Direction Change (Forwards) - F, F during a neutral jump.
Character moves forward during a neutral jump.

Air Direction Change (Backwards) - B, B during a neutral jump.
Character moves backward during a neutral jump.

Summon Helper (Can be done in the air, not in tag-team) - Select

Summon Helper (2nd summon) (Can be done in the air, not in tag-team) - D + Select

Forward Throw - F + Select. 
If helpers are disabled, just Select alone can also work.

Backward Throw- B + Select.

Tech Throw - F or B, Select. (This applies to any character caught in an FCF character's grab)

Power Charge - Punch + Kick without holding any other direction.

Taunt - Punch + Kick + Select

Guard Attack - While blocking, Select. (Requires half of a bar)
For half of a bar, the character will preform an invincible move. If it's an attack, it's unable 
to kill the opponent.

Recovery Roll - While falling during a soft knockdown, hold A+B to roll upon landing on the
ground. Holding forward as well will cause the character to roll forwards.

Summon Partner (Tag-Team; Can be done in the air) - Select
-If done during an attack, it'll cost a whole bar. Otherwise, it'll cost half a bar.

Summon Partner (2nd summon) (Tag-Team; Can be done in the air) - D + Select
-If done during an attack, it'll cost a whole bar. Otherwise, it'll cost half a bar.

Switch Characters - Select + B (in the middle of the attack, it'll cost half a bar)

Switch Characters (Super Attack) (Costs full bar) - Select + B

vi. System
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Depending on the character, certain light basic attacks can chain into strong attacks. Specials
will generally chain off of most basic attacks and supers can chain off of either.

For juggles, every hit adds a single juggle point. However, each attack has a requirement in order
to juggle with it:
Light Attacks: Stops juggling at 3 juggle points.
"Medium" Attacks (usually basic commands): Stops juggling at 4 juggle points.
Strong Attacks: Stops juggling at 5 juggle points.
Special Attacks: Stops juggling at 6 juggle points.
Supers: Can always juggle. Has no effect on juggle points.

Each character has three helpers with two different attacks. Either attack depends on whether the
player is standing or crouching. A helper can be summoned if their attack requires the right
amount of helper meter. They also have their own set of health points that gets deducted on every
hit. Once they're hit, they can't take any more until they become summoned again. If they run out
of health points, they can't be summoned again. Helpers can always juggle and don't give any
juggle points. You can also summon mid-attack at the cost of more helper meter.

In tag-team mode, you can summon your partner instead who will perform one of their special 
attacks. You can summon them mid-attack albeit it requires meter to do so. It's also possible to 
summon them during supers and have them attack with their own supers.

Hard knockdowns are basically knockdowns where the opponent can't roll out of them. These are 
caused by sweeping/tripping attacks, air basic attacks that shove aired opponents into the ground, 
throws of any kind and most super attacks.

vii. Online Multiplayer
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Famicom Fighters multiplayer is entirely peer-to-peer, requiring a second person to connect to.

Use a VPN such as Hamachi or Lanbridger or port forwarding and set up your room/group/etc. 
In-game, select the netplay option. For the host, you don't need to enter anything; just hit OK. 
The one joining has to copy the host's IP, paste it in the box and hit OK. Make sure your firewall 
has an exception in case it doesn't work.

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V. Customizable Options
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i. Alternate Portraits
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Older/alternate portraits can be found within the character's sprites files and can be swapped
around. To change individual portraits, open the character's SFF file found within their folder
(you would need an external program such as VirtualTek's Fighter Factory for this). The current
portrait used is under 9000,1 while the alternate portrait is under 9001,1. Change the alternate
portrait's numbers to 9000,1 while changing the current portrait numbers to something else.

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VI. F.A.Q.
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1. Can I use a USB controller?
Yes, this engine should recognize it without issue.

2. Can I use these characters/stages for my own M.U.G.E.N/Ikemen GO builds?
Despite the game not being moleboxed like some other M.U.G.E.N fullgames, the characters will not
work outside of M.U.G.E.N, mainly due to relying on Famicom Fighters's own fightfx.sff. However,
we are in the process of converting the current characters to be useable in anyone else's setups.
You can find those here: http://mcjimmy.net/famicomfighters.html
In the future, we may allow these characters to easily work if taken out of their game.

All stages will work in other Ikemen GO setups. Pro Wrestling: Wrestling Ring and Kid Niki:
Stone Wizard Temple are contained in their own folders as they feature additional stage elements.
These stages won't work properly if they're brought over into previous I.K.E.M.E.N engines or 
M.U.G.E.N.

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VII. Credits
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i. Programming
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KingPepe

ii. Graphics
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KingPepe
Regina Reforged
Da Shamboozle
Rukifellth
The Guy
brightentayle
Elecman the Hedgehog
sebitheguy
Gualipodo
Mr. X
Platformer64
hansungkee

iii. Music
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MC Jimmy
brightentayle

iv. Sprite Sheets
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Zeon (SMB Mario)
Beam Luinsir Yosho (SMB Mario)
Drshnaps (Kirby)
BruceJuice (Zelda 2 Link)
Ville10 (Bubbles, Takamaru)
Balloon Fight (Ragey)
Bean (all Metroid-related sprites)
Shy Guy Kingdom (Kid Icarus)
Random Talking Bush (Mega Man)
Mister Man (Protoman)
Fret (Firebrand)
Ryan914 (Kid Dracula)
Black Squirrel (Bomberman items)
Superjustinbros (Lode Runner)
Nai255 (Ninja Gaiden items and weapons)
Cavery210 (Final Fantasy I enemies)
8bit attorney (Final Fantasy II enemies)
Azragon (Final Fantasy III enemies)

v. Testing
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Tellis
Fae
KZG
Prototype God
BrawlTheMan
rodknee (IKEMEN Version)
Omega
xmrwhitefolksx
sebitheguy
Cyborg Sun
SuperMarioGamer

vi. Special Thanks
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Nintendo (should be obvious, also for properties: Super Mario Bros, Kirby's Adventure, 
Legend of Zelda, Urban Champion, Clu Clu Land, Balloon Fighter, Metroid, Kid Icarus, 
The Mysterious Murasame Castle, Pro-Wrestling, Baseball, Volleyball)
Capcom (Inspiration as well as Mighty Final Fight, Mega Man, Street Fighter 2010 and 
Gargoyle's Quest 2)
SNK (Inspiration)
Konami (TMNT: Tournament Fighters sfx, Castlevania, Kid Dracula, Getsu Fuma Den, 
Yie Ar Kung-Fu, Hudson Soft's properties)
Hudson Soft (Bomberman, Lode Runner, Challenger)
Namco (Dig Dug, Mappy, Pac-Man)
Tecmo (Ninja Gaiden, Rygar, Mighty Bomb Jack)
Taito (Kick Master, Bubble Bobble, Power Blade)
KID (Kick Master)
Square Enix (Final Fantasy, The 3-D Battles of World Runner, King's Knight)
Sunsoft (Gimmick! sfx, Journey to Silius)
Hummer Team (Kart Fighter + King of Fighters 96 sfx and graphics as well as being an 
inspiration for this)
Cony Soft/Yoko Soft (World Heroes 2)
Elecbyte (M.U.G.E.N engine)
Suehiro (I.K.E.M.E.N and Ikemen GO engine)
K4thos, Gacel (Ikemen GO support)
Quincy (Help on the Ikemen GO port)
JMorphman & JustNoPoint (EXPLODsive Buffering system)
Uno (Tag team system for MUGEN)
Serio, Josue (help at Elecbyte's forums)
Michael Rinaldi (help with programming)
72dpiarmy (support, testing)
...and anyone else I forgot to mention here.
And you, for playing!