K.O.R.E. stages and MUGEN stage conversion
K.O.R.E. uses its own stage definitions and includes development tooling for translating selected MUGEN DEF/background data. Stage conversion is separate from character compatibility and requires visual and gameplay checks.

A stage is more than a background image
A fighting stage combines its appearance with camera framing, world dimensions, fighter placement and supporting props or effects. A visually recognizable import can still have incorrect scale, floor placement or boundaries. Check both the rendered view and an actual match.
K.O.R.E. stores its own stage and prop definitions. The inspected MUGEN stage parser reads DEF sections, selected background information and related sprite references, then converts information into K.O.R.E.'s structures. That is a translation, not a promise of complete source-engine emulation.
The development boundary
The stage import UI uses /__kore/dev/import-mugen-stage-files and a related development path import. These endpoints belong to the authoring environment. Do not assume that opening the public browser game gives every visitor a working server-side stage upload tool.
If your immediate goal is playing, choose a stage offered by the live game and wait for its assets to load. The source authoring workflow is a separate task from stage selection during a match.
What to verify after conversion
| Check | Why it matters |
|---|---|
| Sprite references | Missing source images can leave an incomplete scene |
| Floor placement | Fighters must appear grounded at the intended height |
| Camera and bounds | Framing must fit actual movement and match flow |
| Layer order | Background and foreground should preserve intended depth |
| Repeated match use | A successful editor preview is only one context |
Keep a source reference when a translation changes scale, camera or layering. Otherwise it becomes difficult to tell an intentional adaptation from an import defect.
Start with one small stage
Use a limited source example with clearly understood layers before importing a large collection. Confirm the floor, fighter positions and camera at several useful distances. Then inspect props and animation references. Do not solve an incorrect stage scale by compensating with unrelated character-scale edits.
This is practical authoring advice, not a claim that every MUGEN stage variant has been tested. Unsupported source behavior should remain an explicit gap until implemented and verified.
Character compatibility remains separate
A working stage translation says nothing about whether a MUGEN character's move logic will run. Use custom fighters and imports for that boundary. For why a stage can look three-dimensional while movement follows different rules, read 2D, 2.5D and 3D fighting.
Sources & verification
View the research record
Coverage: Named source passages inspected; practical routines are original advice. Production entry and selected source comparisons are recorded separately. No whole-roster, full-campaign, physical-device or universal network certification.
First-party facts: Named runtime/source passages and the selected live entry checks recorded here. Original additions: Explanations, comparison framing and practice routines. Gaps: No full-campaign, whole-roster, universal device or network certification. Development tooling is distinct from public capabilities.
Source review: October 20, 2026. Public claims remain bounded by the scope of each source.
- kore app
Inspected menu, mode and importer source. Character import and MUGEN stage import POST to /__kore/dev/ endpoints. Source inspection is not a complete production compatibility test.
Inspected named local source passages and public response; bounded coverage below.
Inspected source fingerprint:
c91886ba1e3ebc951e3c3ef50356cfe64fb2718164bdccf7ea59d636960160ae. Public response fingerprint:38cc2f2a18a415a64a9cea8d0af2880043ff8c826d00f37d973b5f28e0f80d9d. Local source and public response differ or are different representations; no complete build equivalence is claimed.- kore mugen
DEF/background parsing and sprite-to-stage conversion, distinct from character CNS/CMD emulation.
Inspected named local source passages and public response; bounded coverage below.
Inspected source fingerprint:
8fc75a8372213139824755479575a59d4ffb2fe1f9154abfb966d90d8e760660. Public response fingerprint:38cc2f2a18a415a64a9cea8d0af2880043ff8c826d00f37d973b5f28e0f80d9d. Local source and public response differ or are different representations; no complete build equivalence is claimed.
Article fingerprint: b5181eb95eae1f4c5f2f5c7d3292e561819230fb521f74e1eef4cc1646f535c2.