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ArtMoney is obsolete. CheatEngine is the future. (now with MvC2, CvS2 hitboxes!) (Read 1034178 times)

Started by Jesuszilla, July 31, 2015, 10:43:01 pm
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Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2 hitboxes!)
#81  August 18, 2015, 05:31:15 am
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Well if I want it to be accurate to SF2WW I could use this to look into the game to see the Velocitys or whatever it is. Or I said that because I wasn't paying attention.
Maybe it'll help if you're referencing a certain character for Gouken's moves or whatnot (like how I'm studying Kang in ROTD for one of my WIPs) (UNWARRANTED PLUGGING)
Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2 hitboxes!)
#82  August 18, 2015, 06:29:45 am
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Well guys, looks like there won't be MAME compatibility. Why? Because I can't find a pointer to anything because MAME throws the data wherever the fuck it wants to.

So I will focus on DEmul next with Vampire Chronicle.

EDIT: I want to focus on CvS2 now, actually. @Odb718:, any idea how to find the projectile data such as position, velocity, etc.? The difference between P1 and P2 is 5D0 but I added that to P2's Vel X address a few times and found nothing.

EDIT2: I've found several pos X values since projectiles are allocated. This is gonna be tough. An interesting note is that projectiles dissipate with time, even if you freeze them. I noticed this with Ryu's Hadouken.

EDIT3: Here's all the possible addresses a projectile Pos X can be at.



Total of 32 projectiles. The things I do for love.

Now I just got to get the base addresses for all of this. It's kind of tough because of the odd spacing between P1 and P2.
Last Edit: August 20, 2015, 04:36:52 am by Jesuszilla
Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2 hitboxes!)
#83  August 20, 2015, 10:06:59 pm
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Have you tried just browsing the memory while playing? Resizing the windows and getting the positions just perfect can be a hassle but it pays off.
Also, sometimes instead of having everything listed by player, it's grouped by what it is. So P2's projectiles could be right under P1's.

Because it's based off of the pos x on screen? couldnt you have 2 Ryus, then P2 hops to the left and wouldnt the values be about the same? Could you track it down that way?
I'd say move all the way right, find P1's fireball when it's dead center. Move P1 all the way right, P2 to the left side of the screen and throw the fireball.
Maybe that could help?
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Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2 hitboxes!)
#84  August 21, 2015, 12:15:08 am
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That should be every possible location for any given projectile. I'd need to see if P2's projectiles can occupy the same space, but right now it's looking like there are a total of 32 projectiles, just like in SFZ3.

The hardest part is going to be finding the base addresses for P1, P2, and the projectiles due to the odd offsets. 0x5D0 isn't even evenly divisible by 0x180.

It's gonna be a fucking nightmare trying to find the possible projectiles for MvC2.
Last Edit: August 21, 2015, 12:20:30 am by Jesuszilla
Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2 hitboxes!)
#85  August 21, 2015, 05:08:57 am
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Going to try it with Darkstalkers tomorrow to get a hang for it. If I do well with it I'll move onto CVS2. Maybe I can assist you.
Did you make it where it can output the number of ticks a frame is on screen?
Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2 hitboxes!)
#86  August 21, 2015, 05:10:07 pm
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The other CPS2 games should be very easy. The script should be generic enough now to where you can plug in the values from the hitbox script and it will work. You'd still need to get the other data that's not provided by the hitbox script though such as vel X and vel Y.

With that being said, maybe a better idea would be to make a generic CPS2 tool? I've made it detect game names in Kawaks, after all. Then again, you'd need to change the table itself so it could find the different life and timer values because the UI doesn't have a way to freeze/display said values ATM. It'd be easy to add but it wouldn't be as clean anymore. Maybe have it freeze the timer by default and have an "End Round" button that sets the timer to 0 so people can get winposes?

It would be trouble for home ports though, which I also want the VS/SFA3 tool to work with. So maybe it should be kept separate, but I'd like some input.
Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2 hitboxes!)
#87  August 22, 2015, 11:54:40 pm
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Found the box table pointer. Example is with Ryu's c.HK on his stance. CvS2 appears to do it quite differently from Zero3 as they compress it all into a 2-byte value rather than 4 bytes. nm.


Found the hitbox offsets for CvS2. Thank god. We're not far off.
Last Edit: August 23, 2015, 04:09:37 am by Jesuszilla
Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2 hitboxes!)
#88  August 23, 2015, 04:58:26 am
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Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2 hitboxes!)
#89  August 23, 2015, 05:06:49 am
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Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2 hitboxes!)
#90  August 23, 2015, 05:19:50 am
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Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2 hitboxes!)
#91  August 23, 2015, 05:44:39 am
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Still gotta find the attack ID though, whatever that is.
Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2 hitboxes!)
#92  August 23, 2015, 05:45:40 am
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I'm more interested in you finding the ID to "pussy and beer"
Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2 hitboxes!)
#93  August 23, 2015, 12:53:38 pm
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Can this also help to rip the sprites in their full scale (like what I tried with CvS1, for the Alpha styled characters)?

Too bad I can't run MvC2 with DEmul 0.57. :(
Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2 hitboxes!)
#94  August 23, 2015, 06:04:04 pm
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Yes. You just have to find the player scale value.
Re: ArtMoney is obsolete. CheatEngine is the future.
#95  August 23, 2015, 08:59:05 pm
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Select "yes" when it asks to run the Lua script and click "Start Diagnostics" to begin reading data. There is no need to synchronize the table.

And this is what I get:


I'm getting the same thing. At 1st I noticed I had 1.63 so I went back to my 1.62 and it's still doing the same thing
I even did a clean install. Is there a certain version of Vampire Savior I should be using? Tried US and Japan 970519
Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2 hitboxes!)
#96  August 23, 2015, 09:14:07 pm
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Shouldn't matter but Euro. Did you DL the latest script? And did you make sure to have Kawaks open BEFORE you started CE?
Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2 hitboxes!)
#97  August 23, 2015, 09:49:00 pm
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Not starting Kawaks 1st might be why I was getting that particular error at times. But I was getting this one too. And this is all I'm getting now.

Error:[string "-- Prints the data into a form...."]:351: attempt to perform arithmetic on local 'abOff' (a nil value)


The timer values can freeze so it seems the offset is fine. (I've not attempted any sort of offset)

I highlight player 1 while he's standing and it's outputting this

These values do not seem correct for Demitri while he's just standing there.
Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2 hitboxes!)
#98  August 23, 2015, 09:52:56 pm
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Scroll up and check the box labeled "P1" so I can see the velocities in there.

If I had to guess, it's probably stuck thinking it's in SFZ3 mode.
Last Edit: August 23, 2015, 09:58:34 pm by Jesuszilla
Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2 hitboxes!)
#99  August 23, 2015, 09:57:48 pm
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Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2 hitboxes!)
#100  August 23, 2015, 10:00:40 pm
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