Roster Management
Overview
The select.def file is the master roster file that controls which characters and stages appear in the game. It defines character order, stage assignments, arcade mode progression, and hidden/boss characters.
select.def Location
data/select.def
Referenced from mugen.cfg via the [Options] section's motif path (which points to system.def, which references select.def).
select.def Structure
[Characters] Section
Each line adds a character to the roster:
[Characters] ; Basic format: chars/ryu/ryu.def ; With stage assignment: chars/ryu/ryu.def, stages/dojo/dojo.def ; With stage and music: chars/ryu/ryu.def, stages/dojo/dojo.def, music=sound/dojo_theme.mp3 ; With arcade order: chars/ryu/ryu.def, stages/dojo/dojo.def, order=1 ; With all options: chars/ryu/ryu.def, stages/dojo/dojo.def, music=sound/dojo.mp3, order=1, includestage=1 ; Hidden character (must be unlocked): chars/akuma/akuma.def, order=3, hidden=3 ; Random select slot: randomselect ; Blank slot (empty space in grid): ; (just leave a blank line or comment)
Character Line Parameters
| Parameter | Values | Default | Description |
|---|---|---|---|
| path | chars/name/name.def | (required) | Path to character .def file |
| stage | stages/name/name.def | random | Stage for this character in arcade mode |
| music | sound/file.mp3 | stage default | Override music for this matchup |
| order | 1-10 | 1 | Arcade mode encounter order |
| includestage | 0 or 1 | 1 | Include assigned stage in random stage pool |
| hidden | 0-3 | 0 | Hidden level (0=visible, 1=hidden cursor, 2=not on grid, 3=fully hidden) |
Order System (Arcade Mode Progression)
The order parameter controls when characters appear in arcade mode:
- •
order=1— Regular fighters (appear in early rounds) - •
order=2— Sub-bosses (appear in later rounds) - •
order=3— Final boss(es) (appear last) - •
order=4-10— Additional tiers if needed
The arcade mode selects opponents based on the maxmatches setting:
[Options] ; Format: order1matches, order2matches, order3matches, ... arcade.maxmatches = 6,1,1,0,0,0,0,0,0,0 ; This means: 6 order=1 fights, then 1 order=2 fight, then 1 order=3 fight ; Total: 8 matches in arcade mode team.maxmatches = 4,1,1,0,0,0,0,0,0,0 ; Team mode: 4 order=1, 1 order=2, 1 order=3 = 6 total matches
[ExtraStages] Section
Additional stages not assigned to specific characters:
[ExtraStages] stages/training/training.def stages/bonus/bonus_stage.def
These stages appear in the random stage pool and stage select screen but aren't tied to any character.
[Options] Section
[Options] ; Arcade mode matches per order level arcade.maxmatches = 6,1,1,0,0,0,0,0,0,0 team.maxmatches = 4,1,1,0,0,0,0,0,0,0 ; IKEMEN Go additions: ; survival.maxmatches = 0,0,0,0,0,0,0,0,0,0 ; ratio.maxmatches = 0,0,0,0,0,0,0,0,0,0
Hidden Characters
hidden=0 (Default)
Character appears normally on select screen.
hidden=1
Character slot is on the grid but cursor is invisible when hovering. Player must know the position to select.
hidden=2
Character doesn't appear on grid. Must be accessed via secret input code or unlocked via Lua scripting.
hidden=3
Character is completely hidden — doesn't appear on grid and can't be selected through normal means. Used for boss characters that only appear as AI opponents in arcade mode. Can be unlocked via Lua.
Select Screen Grid Layout
Characters appear on the select screen in the order they're listed in select.def. The grid dimensions are controlled by the screenpack (system.def):
; In system.def [Select Info]: columns = 5 ; Characters per row rows = 2 ; Number of rows wrapping = 0 ; 0=no wrap, 1=wrap around
So with columns=5, rows=2, a 10-character roster fills the grid. The 11th character wraps or scrolls.
Grid Planning Example
For a 12-character roster on a 4x3 grid:
Slot 1 | Slot 2 | Slot 3 | Slot 4 Slot 5 | Slot 6 | Random | Slot 7 Slot 8 | Slot 9 | Slot 10 | Slot 11
Team Modes
IKEMEN Go supports multiple team configurations:
- •Single: 1v1 standard
- •Simul: 2v2 or more, simultaneous on screen
- •Turns: Tag team, switch on KO
- •Tag: Tag team, switch during gameplay (IKEMEN Go)
- •Ratio: Variable team sizes with point allocation (IKEMEN Go)
Team modes affect roster selection — players can pick multiple characters.
Best Practices
- •Order characters logically: Put the poster characters first (they appear top-left)
- •Use order= for arcade pacing: Easy characters order=1, sub-boss order=2, boss order=3
- •Assign stages to characters: Creates themed matchups in arcade mode
- •Use randomselect: Add at least one random select slot for variety
- •Plan your grid: Design the select screen layout before adding characters
- •Test arcade flow: Make sure maxmatches adds up to a good arcade length (6-10 fights)
- •Hide bosses: Use hidden=3 for final bosses that shouldn't be player-selectable
- •Include extra stages: Add training/bonus stages to [ExtraStages]