The Mugen Fighters Guild

M.U.G.E.N Central => M.U.G.E.N Discussion => Development => Topic started by: Jesuszilla on July 31, 2015, 10:43:01 PM

Title: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2, CvS2 hitboxes!)
Post by: Jesuszilla on July 31, 2015, 10:43:01 PM
So a while back I heard about CheatEngine but only recently got around to actually using it. It's such an amazing tool― it gives you everything ArtMoney has to offer and more.

It has Lua scripting, which I've been toying around with to see if I can automate data collection. It also has a form creator, similar to Visual Studio. So far, I've been pretty successful:
(http://i.imgur.com/VXnCosa.png)

I've also been in the process of converting ArtMoney tables to CE tables with pointers, that way you don't have to synchronize the tables when you start up the game; it just works. Again, so far I've been successful. I could kick myself for not learning this sooner.

Main site: http://www.cheatengine.org
Good tutorial: http://forum.cheatengine.org/viewtopic.php?t=542093
My tools: http://www.trinitymugen.net/forum/index.php?topic=2881.msg29116#msg29116
Title: Re: ArtMoney is obsolete. CheatEngine is the future.
Post by: hatter on July 31, 2015, 10:50:16 PM
This looks pretty awesome. I might fiddle around with it for MUGEN stuff in the future. So are you going to post the Artmoney Tables here when they're converted?
Title: Re: ArtMoney is obsolete. CheatEngine is the future.
Post by: -Whiplash- on July 31, 2015, 10:59:31 PM
holy shit this will be very helpful.

I'm gonna look into it now but I'm not very good at this kind of stuff.

I'm mostly interested in MVC2 and CVS2, so uh.. Lua Scripts to find the velocities for those games would be great?
Title: Re: ArtMoney is obsolete. CheatEngine is the future.
Post by: Jesuszilla on July 31, 2015, 11:09:39 PM
CvS2 will come eventually, I'll be focusing on VSav/SFA3 right now since their tables are mostly identical. Plus converting addresses to pointers is quite time-consuming.
Title: Re: ArtMoney is obsolete. CheatEngine is the future.
Post by: JustNoPoint on July 31, 2015, 11:10:22 PM
Oh sweetness! I wish I had more time. I'd really love to dig around with this! What's the search function like? Is it similar or a totally different way to locate values?

Quote
I'll be focusing on VSav/SFA3 right now
I love you
Title: Re: ArtMoney is obsolete. CheatEngine is the future.
Post by: Mamiya Tsuyoshi on July 31, 2015, 11:11:36 PM
i´m using cheatengine for some years. i can say it´s really helpful sometimes. you guys give a try. is worth.
Title: Re: ArtMoney is obsolete. CheatEngine is the future.
Post by: Jesuszilla on July 31, 2015, 11:16:28 PM
Search function is pretty similar, but you have to be sure you select "all values" if you're searching for unknowns since 4-byte is the default.
Title: Re: ArtMoney is obsolete. CheatEngine is the future.
Post by: Websta on July 31, 2015, 11:47:03 PM
Looking at that screenshot, did you set up something to automatically convert hexidecimal values? :O
Title: Re: ArtMoney is obsolete. CheatEngine is the future.
Post by: Jesuszilla on July 31, 2015, 11:54:59 PM
Yes.
Title: Re: ArtMoney is obsolete. CheatEngine is the future.
Post by: Jango on July 31, 2015, 11:56:11 PM
Oh boy I can't wait to recode my ROTD charas
Title: Re: ArtMoney is obsolete. CheatEngine is the future.
Post by: Cybaster on August 01, 2015, 12:44:14 AM
Even though I'll probably never use AM or CE, knowing that a new tool will help some of my favourite creators work even better and/or faster is definitely good news ! :)
Title: Re: ArtMoney is obsolete. CheatEngine is the future.
Post by: Jesuszilla on August 01, 2015, 02:31:49 AM
Oh boy I can't wait to recode my ROTD charas

You won't have to. If anything, in the future, this could help you work FASTER.
Title: Re: ArtMoney is obsolete. CheatEngine is the future.
Post by: Cyanide on August 01, 2015, 09:20:46 AM
So, i've used this before, but it was because i got gypped on a phone game and wanted to catch up to where i lost my progress. That was a kinda old version, it has obviously improved.

I know how to search for values in it, not particularly hard in that it's the same method as artmoney. Any chance you could go over the pointer setting method? I would love to apply this to my MSHvSF table to see what the fuck Y accel is doing.
Title: Re: ArtMoney is obsolete. CheatEngine is the future.
Post by: XGargoyle on August 01, 2015, 09:59:21 PM
wow, I'll have to take a glance at this tool once I have some spare time :)

Title: Re: ArtMoney is obsolete. CheatEngine is the future.
Post by: Jesuszilla on August 03, 2015, 12:59:19 AM
I AM A PRETTY LITTLE PONY

http://www.trinitymugen.net/~Creator/Jesuszilla/CheatEngine/Vampire%20Savior.CT

Works for VSav and SFA3. Only works on Kawaks at the moment due to how pointers work so no SFA3U support yet, but I'm prepared for it.

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.

Next step: automated logging at the click of a button and calculating total distance maybe?


MvC2 will probably be next due to popular demand.
Title: Re: ArtMoney is obsolete. CheatEngine is the future.
Post by: Bannana on August 08, 2015, 04:57:46 AM
Does this support a majority of emulators? IIRC Artmoney had issues with certain programs for one reason or another.
Title: Re: ArtMoney is obsolete. CheatEngine is the future.
Post by: Jesuszilla on August 08, 2015, 05:59:55 PM
AM actually didn't. I managed to get the Vampire Savior and SFA3 tables to work on several emulators. CvS2 worked on Dreamcast or PCSX2.

Sadly CheatEngine seems to be the opposite when you deal with pointers. If you sync tables the old way, then it would do the same as the AM tables.



Also I'm trying to get the script to copy hitbox coordinates into .AIR coordinates, but I'm having a lot of trouble with it. I already talked to Jedpossum. Could anyone else please help me identify what the problem could be? I want to get this working on Kawaks.

EDIT: I have found the table pointer in Kawaks. Expect copy-and-paste CLSNs.

EDIT2: -17,-101,13,-73. Those are the coordinates for Demitri's head box, copied directly to the clipboard from my script. Time to genericize the method to grab all 3 boxes and copy them in .AIR format with the CLSN labels.
Title: Re: ArtMoney is obsolete. CheatEngine is the future.
Post by: Jesuszilla on August 09, 2015, 12:08:29 AM
Double-post because this warrants it. I have successfully managed to get it to copy .AIR CLSN data of the current frame directly to the clipboard with the simple click of a button.

(https://pbs.twimg.com/media/CL6zjdcUwAA3607.png:large)

Clsn2: 3
  Clsn2[0] = -4,-78,80,-52
  Clsn2[1] = -26,-68,30,-36
  Clsn2[2] = -26,-36,30,0

That's Felicia's far s.LP CLSNs straight from the program itself. :)

Updated script: http://www.trinitymugen.net/~Creator/Jesuszilla/CheatEngine/Vampire%20Savior.CT

Only gets CLSN2's right now. Gonna work on CLSN1's.

EDIT: Now copies CLSN1!
Title: Re: ArtMoney is obsolete. CheatEngine is the future.
Post by: JustNoPoint on August 09, 2015, 02:38:33 PM
O_O
Holy shit.
The Jesus part of your name fits so well. You're the newest mugen savior.

I'll feature this in the news as soon as I get to my PC. Congratulations and thank you!
Title: Re: ArtMoney is obsolete. CheatEngine is the future.
Post by: AlexSin on August 09, 2015, 03:17:09 PM
The Jesus part of your name fits so well. You're the newest mugen savior.
And he's working on Vampire Savior. Coincidences? :idea2:
Title: Re: ArtMoney is obsolete. CheatEngine is the future.
Post by: -Whiplash- on August 09, 2015, 03:35:59 PM
Okay what the heck am I doing wrong?

I'm no wiz at this stuff by a long shot, but I followed your directions here: (after selecting winkawaks as the process)

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:
(http://i.imgur.com/0FunZAq.png)

What do I do? I'm certain it's a simple thing, since I am a moron.
Title: Re: ArtMoney is obsolete. CheatEngine is the future.
Post by: Websta on August 09, 2015, 03:44:12 PM
maybe you're using a different version of kawaks? or the rom is different or something
Title: Re: ArtMoney is obsolete. CheatEngine is the future.
Post by: -Whiplash- on August 09, 2015, 03:47:24 PM
See I told you I'm a moron.

I had kawaks ver. 1.61

Downloaded 1.62 and now it works.
Title: Re: ArtMoney is obsolete. CheatEngine is the future.
Post by: Jesuszilla on August 09, 2015, 06:22:16 PM
Yeah I probably should've mentioned I was using 1.62. I assumed it would work on all versions of Kawaks but I guess I was wrong. :(
Title: Re: ArtMoney is obsolete. CheatEngine is the future.
Post by: Bannana on August 10, 2015, 12:11:47 AM
I like the memory function and the search fields are more comprehensive than artmoney's (though a fucked searches filled my SSD with 10 gigs of temp files). Resyncing the data is actually a lot quicker (http://i.imgur.com/Wg2bu08.png) than in artmoney too.

I'm still getting nothing in terms of finding position and velocity data in Hyper NeoGeo 64 games, so it hasn't one-upped artmoney yet. I might be able to access it through memory now though.

Also, since you've ran some scripts to automate data collection, how much lua do I need to know to write them? I can see this coming in handy for delving into SS64.
Title: Re: ArtMoney is obsolete. CheatEngine is the future.
Post by: Jesuszilla on August 10, 2015, 12:40:39 AM
I knew very little Lua when I started writing this script. The most Lua I knew came from making FF scripts and my knowledge of Python (the two languages are quite similar).


Also script was updated again. It now works on SFA3. It should automatically detect which game is loaded, so no need to re-run the script in between loading VSav and SFA3.


I've also begun making it as generic as possible so that plugging in other games for future scripts will be easier.
Title: Re: ArtMoney is obsolete. CheatEngine is the future.
Post by: MrPr1993 on August 10, 2015, 04:35:42 PM
Sniff... beautiful...
Title: Re: ArtMoney is obsolete. CheatEngine is the future.
Post by: Jesuszilla on August 10, 2015, 07:33:19 PM
Next I will add a calculator for total distance so that it's easier to cross-check results. I'll also add a ΔX Pos and ΔY Pos for checking results because you shouldn't totally rely on the velocity values it gives you. The perfect example of this is Felicia's Rolling Buckler. At the end of the light version, it will say her Vel X is 9 when in actuality, it's 8.

I'll try adding another window for getting projectile data, but that might be a little more difficult since there can be more than one on-screen at once.

After that, I'll move onto MvC2 due to popular demand. I think I recall Jedpossum getting hitboxes from that and showing them at SRK a while back so stay tuned on whether or not that's possible (follow me on Twitter @Jesuszilla_TM for more progress updates as I usually post new developments there). Velocities should be doable but I recall having some trouble with those when using ArtMoney.
Title: Re: ArtMoney is obsolete. CheatEngine is the future.
Post by: -Whiplash- on August 10, 2015, 07:45:19 PM
yeah if I recall he even ported sentinel's hitboxes onto sentinel from Children of the atom.
Title: Re: ArtMoney is obsolete. CheatEngine is the future.
Post by: Jesuszilla on August 10, 2015, 09:57:59 PM
So I've been talking with Jedpossum and he used CheatEngine too when he was searching for the hitboxes for MvC2 and CvS2.

Get ready for Marvel!
Title: Re: ArtMoney is obsolete. CheatEngine is the future.
Post by: TTTTTsd on August 11, 2015, 01:44:54 AM
Y'all don't even know, but I have big plans for Marvel once JZ's done. This whole data thing is a giant oyster....

This should def help increase the already increasing community standards, this is very exciting!
Title: Re: ArtMoney is obsolete. CheatEngine is the future.
Post by: Jesuszilla on August 11, 2015, 03:56:23 AM
Marvel may take a while. I can't even find Vel X and Vel Y.
Title: Re: ArtMoney is obsolete. CheatEngine is the future.
Post by: Jango on August 11, 2015, 04:22:36 AM
I think I remember Cyanide saying that there's something weird with how Marvel calculates vels. Like how every tick changes or something.

@Cyanide: COME FORTH AND HELP
Title: Re: ArtMoney is obsolete. CheatEngine is the future.
Post by: Jesuszilla on August 11, 2015, 04:27:03 AM
I found them! Unlike other Capcom games, which store a separate part for the int part and a 2-byte integer for the float part, MvC2.... uses actual floats!

They're scaled to 480p, though. So they're scaled by 2, then scaled by the CPS2 scale of 5/6 (or .833333...). So Jin's forward velocity in MvC2 is shown as 4.166666... His velocity in MvC1 is 2.5. So his velocity in MvC2 is 2.5*2.0*(5/6) = 4.166666...

I will try to account for this in the tool as best as I can (floats are by no means precise). I'll see if I can find some values before applying the CPS2 scale. If not, it'll basically be an approximation that should get correct results most of the time. Bloody scaling!
Title: Re: ArtMoney is obsolete. CheatEngine is the future.
Post by: -Whiplash- on August 11, 2015, 04:38:58 AM
BAD-FUCKING-ASS.

Now I can make the characters 100% accurate. (as their vels were mostly guesses).
Title: Re: ArtMoney is obsolete. CheatEngine is the future.
Post by: Rai Tei on August 11, 2015, 10:51:37 PM
Just here to give some thumbs ups :)
Title: Re: ArtEngine is obsolete. CheatMoney is the future.
Post by: Bastard Mami on August 12, 2015, 12:04:16 AM
Now I can make the characters 100% accurate. (as their vels were mostly guesses).

lol, no.

Now you finaly will eb able to gather accurate data, just to find out that mugen starts doing stupid shit with it, it's been like that for years with kof.
Title: Re: ArtMoney is obsolete. CheatEngine is the future.
Post by: Jmorphman on August 12, 2015, 12:31:45 AM
Just here to give some thumbs ups :)
same
Title: Re: ArtMoney is obsolete. CheatEngine is the future.
Post by: Niitris on August 12, 2015, 12:43:01 AM
100% accuracy in mugen. It's nice to dream.

Can't wait to start fiddling with this. If only I had time to actually try it out.
Title: Re: ArtMoney is obsolete. CheatEngine is the future.
Post by: -Whiplash- on August 12, 2015, 01:03:19 AM
100% accuracy in mugen. It's nice to dream.

Well let's just say MORE accurate then. :P

Title: Re: ArtMoney is obsolete. CheatEngine is the future.
Post by: Jesuszilla on August 12, 2015, 05:18:31 AM
(https://pbs.twimg.com/media/CMLYCx0UwAEnEr3.png:large)

You guys seriously don't know how close I am. If not tonight, then by tomorrow for sure for CLSN2.

EDIT: And here we have Spiral's standing boxes! So POC works, just need to actually get it working on other anims.

(https://pbs.twimg.com/media/CMLcXfyUwAE0U9-.png:large)


Shoutouts to Jedpossum for his findings that helped make this possible.
Title: Re: ArtMoney is obsolete. CheatEngine is the future.
Post by: Shadow0X3 on August 13, 2015, 03:53:23 AM
As a non-fighting game player, this doesn't mean much to me instantly. But being able to have great creators like yourself be able to pull data directly from source games is great news for the mugen player that I am. Thank you for your contribution, and I wish you luck with further expeditions into whatever black magic you're doing
Title: Re: ArtMoney is obsolete. CheatEngine is the future.
Post by: Jesuszilla on August 13, 2015, 04:49:00 AM
And I've hit a roadblock. This might take longer than expected...
Title: Re: ArtMoney is obsolete. CheatEngine is the future.
Post by: inktrebuchet on August 13, 2015, 07:22:38 PM
Man, I was just about to post how impressed I was at the progress you have already made with this. I am still really impressed!

Bummed you hit a roadblock though...

Thanks for taking the time to figure it out!
Title: Re: ArtMoney is obsolete. CheatEngine is the future.
Post by: Jesuszilla on August 13, 2015, 07:45:09 PM
I reread the thread again, there was a post I missed that could be the key to the problems I was having. I'll be able to work with that once I get home.
Title: Re: ArtMoney is obsolete. CheatEngine is the future.
Post by: Cybaster on August 14, 2015, 04:14:18 PM
Good luck with figuring out all the data for so many games and characters.
Great job so far ! :)
Title: Re: ArtMoney is obsolete. CheatEngine is the future.
Post by: Odb718 on August 15, 2015, 07:20:18 AM
@N.: and I were working with Cheat Engine for the Project Justice an KI1/2 rips.
We've learned a TON of stuff. One thing I learned is how to search for "Nintendo" Big/Little Endian values. Here's a link that kinda sets it up for you. http://forum.cheatengine.org/viewtopic.php?p=5305367#5305367
You can scale it up also if you follow the logic. Add it in now and forget about it. It doesnt clutter anything. You may need it down the road.

I'd suggest is sharing your CE saves. It cuts a lot of time out of each person adding line after line.
Also, learn to use the tree structure of saving search results. It doesnt take but a couple right clicks and makes everything waaay easier. It's not obvious at first so look into it. Turning off and on whole groups of lines with one click is great.

Basically, CE can rip into any game. I was thinking about doing some Gamecube games and some Wii games. Rival Schools just has to be my main focus. (Roberto's coming along nicely)

Jesuszilla, what exactly do you need help with? N. is a freak at finding stuff and I'm not too terrible myself. Maybe we can help a little? (I'm not speaking for him)
Title: Re: ArtMoney is obsolete. CheatEngine is the future.
Post by: Jesuszilla on August 15, 2015, 07:59:24 AM
Really what I need help with is finding the formula for getting at the hitbox values. It's kind of complicated, but here's Jedpossum's findings. (http://forums.shoryuken.com/discussion/comment/8525904/#Comment_8525904) This post (http://forums.shoryuken.com/discussion/comment/8732869/#Comment_8732869) with pseudocode didn't help out much with this situation, either.

So when I went at it directly this way, I was able to get Spiral's hitboxes as you saw above. However, when I apply it to another character such as Ryu...
(http://i.imgur.com/3RLJIdS.png)
... these definitely are not his hitboxes.


So I've mucked up the original code that actually calculated the offsets and am plugging in hardcoded values now just to see if they check out so I can find a pattern based on those because I've run out of ideas and it's 01:00 here.

http://www.trinitymugen.net/~Creator/Jesuszilla/CheatEngine/MvC2.CT

For DEmul 0.57 2015.07.31


Jedpossum did this over a year ago so when I asked him, he'd already forgotten what to do, sadly. I hope it's not the same for CvS2 because I really want to get at those boxes.

Thanks for any help you can provide!
Title: Re: ArtMoney is obsolete. CheatEngine is the future.
Post by: -Whiplash- on August 15, 2015, 08:24:08 AM
sorry to hear that.

The velocities and pos values can still be found with this right?
Title: Re: ArtMoney is obsolete. CheatEngine is the future.
Post by: Jesuszilla on August 15, 2015, 08:27:01 AM
Yes. They're not displayed in a very friendly format, though. This is evident with Felicia's walk back, which should be -3.125. Need to fix that, but Lua's string.format function is acting weird.

Also comes with a framestepper I hacked up.
Title: Re: ArtMoney is obsolete. CheatEngine is the future.
Post by: Odb718 on August 15, 2015, 08:34:11 AM
"Example with Spiral's Standing/Walking Hit boxes. Values are big endian" - jedpossum
Did you set up the Endian searches?  I'm reading over those two links now trying to catch up to exactly the process.
Title: Re: ArtMoney is obsolete. CheatEngine is the future.
Post by: Jesuszilla on August 15, 2015, 08:35:13 AM
I just manually account for them in my searches (which I shouldn't do, I'll look into your solution, thanks), plus he pretty much gave away the exact addresses they're at in this Twitter image he posted for me when I was asking him about the boxes:

(https://pbs.twimg.com/media/CMEa5fgWsAAGgd1.png:large)
Title: Re: ArtMoney is obsolete. CheatEngine is the future.
Post by: Odb718 on August 15, 2015, 09:01:29 AM
When I was doing my searches for Samus in the Dolphin emulator and even searches for Maya in KI2, even though I knew the inside out values they just wouldnt be found until I added the Big and Little searches.
All the other values are lining up for you though right?
Title: Re: ArtMoney is obsolete. CheatEngine is the future.
Post by: Jesuszilla on August 15, 2015, 09:04:06 AM
Yep.
Title: Re: ArtMoney is obsolete. CheatEngine is the future.
Post by: -Whiplash- on August 15, 2015, 10:26:50 AM
This is freaking amazing. Thanks so much I'm probably gonna spend all day tomorrow changing velocities now.

Yes. They're not displayed in a very friendly format, though. This is evident with Felicia's walk back, which should be -3.125. Need to fix that, but Lua's string.format function is acting weird.

so should I round after 4 decimal places?
Title: Re: ArtMoney is obsolete. CheatEngine is the future.
Post by: Jesuszilla on August 15, 2015, 11:21:54 PM
I personally was going for 6.

Also I think I found the problem... I was mixing up the coordinates. Thanks MvC2 for keeping Ryu's coordinates the same as MvC1.


Will do more stuff tonight after the stream.
Title: Re: ArtMoney is obsolete. CheatEngine is the future.
Post by: Jesuszilla on August 16, 2015, 03:47:40 AM
We get signal.

(https://pbs.twimg.com/media/CMfk0ccUwAAnXfo.png:large)

Main screen turn on.

EDIT: Cable's s.HK
(https://pbs.twimg.com/media/CMfskOnUsAAenPe.png:large)


Needs a few tweaks to get rid of nasty stuff when copying CLSNs, so hold tight.
Title: Re: ArtMoney is obsolete. CheatEngine is the future.
Post by: Demitri on August 16, 2015, 04:05:15 AM
Kinky.

Can't wait for more.
Title: Re: ArtMoney is obsolete. CheatEngine is the future.
Post by: Jesuszilla on August 16, 2015, 04:57:32 AM
(https://pbs.twimg.com/media/CMf4N3cUYAQCffa.png:large)

HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA
Title: Re: ArtMoney is obsolete. CheatEngine is the future.
Post by: Demitri on August 16, 2015, 05:01:20 AM
wghat the fuck
Title: Re: ArtMoney is obsolete. CheatEngine is the future.
Post by: -Whiplash- on August 16, 2015, 05:55:17 AM
OMG that's amazing. Something I would like to see is the hitbox on Cable's HP.

I mostly want t see the bullet and how fast the thing travels, but I'm not sure if you can pick up projectiles.

but you've already done this much I can't really complain.
Title: Re: ArtMoney is obsolete. CheatEngine is the future.
Post by: Jesuszilla on August 16, 2015, 06:03:43 AM
Projectiles will come after I start dicking around with the same in VSav. Want to get that working first before I tackle Marvel projectiles. Obviously it would NEED to be a thing for Marvel due to how many of them there are in that game.


EDIT: Latest MvC2 script http://www.trinitymugen.net/~Creator/Jesuszilla/CheatEngine/MvC2.CT

As always, pay attention to the data you get! I fixed the velocity formatting issue as best as I could. Turns out I had copypasted the part that displays the text twice, so my format was always being overwritten. Oops.

Time to go back to VSav/SFA3 and add the other stuff to the forms that I want to add.

And for the record, MvC2 does scale on the Y axis!
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2 hitboxes!)
Post by: Odb718 on August 16, 2015, 10:12:10 AM
Awesome progress Jesuszilla!
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2 hitboxes!)
Post by: -Whiplash- on August 16, 2015, 10:43:01 AM
Hey, uh.. how would I go about pausing attacks the frame they start? I can't imagine I can click the pause button in a 60th of a second.

also fiddling with stuff (I'm too tired to do anything major) but apparently Ruby heart's stance has a Clsn1 on it? does that make sense?
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2 hitboxes!)
Post by: Jesuszilla on August 16, 2015, 10:51:26 AM
Yeah, you have to be really fast with the input, sadly. Because it pauses the program entirely, it won't be able to detect inputs while it's paused, hence why I call it a hacky solution.

As for Ruby's stance, I'll look into it. Thanks.
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2 hitboxes!)
Post by: -Whiplash- on August 16, 2015, 10:55:30 AM
It's alright.

getting the red box on cable too, actually. Not sure if it's everyone.

Their CLSN2 boxes look fine though.

EDIT: Yeah I think it might be everyone, Ryu's hitboxes are his ones from MVC1, but he has a red box on his front leg.
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2 hitboxes!)
Post by: Cybaster on August 16, 2015, 11:09:13 AM
These hitboxes look as bad (albeit different) as those from SF3. Good job Capcom LOL !

Now, it's Just No Point's duty to remake all his spritepacks into accurate standardized SFF and AIR for direct use in Mugen. :P
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2 hitboxes!)
Post by: Jesuszilla on August 16, 2015, 11:27:18 AM
Updated the script. I haven't fixed the CLSN1 problem yet... however I have made framestep a lot better! It writes to the "emulation paused" boolean now, and it successfully detects input while it's paused! :)
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2 hitboxes!)
Post by: JustNoPoint on August 16, 2015, 11:31:44 AM
These hitboxes look as bad (albeit different) as those from SF3. Good job Capcom LOL !

Now, it's Just No Point's duty to remake all his spritepacks into accurate standardized SFF and AIR for direct use in Mugen. :P

Haha the thought is crossing my mind :P
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2 hitboxes!)
Post by: Odb718 on August 16, 2015, 12:31:02 PM
Hey, uh.. how would I go about pausing attacks the frame they start? I can't imagine I can click the pause button in a 60th of a second.
Because I havent messed with the game I cant tell you for sure. BUT how I would do it in Project Justice is find out what triggers the animation(s). Record what animation numbers/pointers values you need. Then Shove them back in and it should restart the animation.

If you HAVE to have it pause at the very beginning of the animation, you'll have to create a pause the game code. Then while it's paused shove the switch animation into place. Even though it's paused, it should switch.

Get me?

The way I'd attempt to track it down is keep hitting light punch and do same/different searches. Make sure you're doing Endian searches cuz I'm guessing they'll be set up that way.
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2 hitboxes!)
Post by: Jesuszilla on August 16, 2015, 07:39:35 PM
Or you could just input the motions for the attack one tick at a time while it's paused since the script now allows for that.
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2 hitboxes!)
Post by: -Whiplash- on August 16, 2015, 08:14:29 PM
Hey uhh.. is it pausing for you? because now I can't pause at all, I click the pause/step frame button and it does nothing?

Because I havent messed with the game I cant tell you for sure. BUT how I would do it in Project Justice is find out what triggers the animation(s). Record what animation numbers/pointers values you need. Then Shove them back in and it should restart the animation.

does this mean it would be possible to force the character to do their Medium attacks?

Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2 hitboxes!)
Post by: Bannana on August 16, 2015, 10:49:38 PM
Unrelated to JZ's current discoveries, but thanks to cheat engine I think I may have cracked how the Hyper NeoGeo 64 stores xyz data through SS64. No guarantees because this is only one game, so I'm going to see if it applies to Buriki One and Fatal Fury Wild Ambition.

If this works out I will see if I can find hitboxes as well.
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2 hitboxes!)
Post by: Jesuszilla on August 16, 2015, 11:07:01 PM
Hey uhh.. is it pausing for you? because now I can't pause at all, I click the pause/step frame button and it does nothing?

I can pause and framestep just fine, even after restarting the emulator.


EDIT: That "phantom CLSN1" may actually be the CLSN it uses for throws. I think the earlier marvel games did that too.

EDIT2: Yep, I confirmed it with the CLSN1 in Gambit's regular jump vs. his super jump just like in XMvSF. The box changes between the two just like it used to. Those are used for throws.

Regular:
Code:
Clsn2: 1
  Clsn2[0] = -30,-100,28,-38
Clsn1: 1
  Clsn1[0] = 9,-64,27,-48

Super jump:
Code:
Clsn2: 1
  Clsn2[0] = -30,-100,28,-38
Clsn1: 1
  Clsn1[0] = -5,-52,23,-32

(http://i.imgur.com/M04JmwS.png)

Regular on left, super jump on right.
Source: http://combovid.com/?p=3156



Also, since I want to be able to get projectiles, I'm thinking what I should do for the form is have a list to the side of all available objects, and on the right you view the data for the selected object.

You won't be able to view P1's and P2's data at the same time since you'll be selecting the object, but this will genericize it and allow you to focus on only one object at a time.

Something like this:
(http://i.imgur.com/EXWQBPg.png)


How does that sound to you guys?
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2 hitboxes!)
Post by: -Whiplash- on August 17, 2015, 12:02:30 AM
That's a good idea. The interface looks simple enough to use, and I can't imagine a situation where I would need to see both character's hitboxes/velocities at the same time, anyway.

Hey uhh.. is it pausing for you? because now I can't pause at all, I click the pause/step frame button and it does nothing?

I can pause and framestep just fine, even after restarting the emulator.


FIgured it was just me. this is pretty irritating. Everything else is working just not being able to pause.
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2 hitboxes!)
Post by: Bannana on August 17, 2015, 01:01:13 AM
Unrelated to JZ's current discoveries, but thanks to cheat engine I think I may have cracked how the Hyper NeoGeo 64 stores xyz data through SS64. No guarantees because this is only one game, so I'm going to see if it applies to Buriki One and Fatal Fury Wild Ambition.

If this works out I will see if I can find hitboxes as well.
Okay I just did a quick test in Buriki One and I'm getting nothing still. Nothing for floats or 4 bytes (which were SS64's) or 2 bytes. It makes sense that it should be different than SS64 because different teams worked on the games, but as to why Buriki One is somehow untouchable aside from Timer, Health and Camera positions is beyond me.

Anyway, I have just about a full table for SS64 so I'll see if I can find those hitboxes next.
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2 hitboxes!)
Post by: Dhillon521 on August 17, 2015, 08:09:45 PM
This will be good for my SF2 Gouken!
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2 hitboxes!)
Post by: Thedge on August 17, 2015, 09:39:32 PM
Err... how?
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2 hitboxes!)
Post by: Dhillon521 on August 17, 2015, 10:39:30 PM
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.
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2 hitboxes!)
Post by: Jesuszilla on August 18, 2015, 04:54:37 AM
Updated the VS/SFA3 script with the new UI. You can now select projectiles and it should tell you which ones are active so you can pay attention.
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2 hitboxes!)
Post by: Jango on August 18, 2015, 05:31:15 AM
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)
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2 hitboxes!)
Post by: Jesuszilla on August 18, 2015, 06:29:45 AM
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.
(http://i.imgur.com/8pcGdSs.png)


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.
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2 hitboxes!)
Post by: Odb718 on August 20, 2015, 10:06:59 PM
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?
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2 hitboxes!)
Post by: Jesuszilla on August 21, 2015, 12:15:08 AM
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.
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2 hitboxes!)
Post by: JustNoPoint on August 21, 2015, 05:08:57 AM
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?
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2 hitboxes!)
Post by: Jesuszilla on August 21, 2015, 05:10:07 PM
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.
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2 hitboxes!)
Post by: Jesuszilla on August 22, 2015, 11:54:40 PM
(http://i116.photobucket.com/albums/o19/Yesujira/foundtheboxtableptr_zpsv7rdc03v.png)

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.
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2 hitboxes!)
Post by: Jesuszilla on August 23, 2015, 04:58:26 AM
(https://pbs.twimg.com/media/CND8rCIVAAUC2yY.png:large)

(http://i.imgur.com/NUyttbn.gif)
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2 hitboxes!)
Post by: JustNoPoint on August 23, 2015, 05:06:49 AM
MISSION COMPLETE

The boyhood dream has come true for Shawn Michaels Jesuszilla
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2 hitboxes!)
Post by: Jmorphman on August 23, 2015, 05:19:50 AM
(http://i.imgur.com/MPhXuhT.gif)
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2 hitboxes!)
Post by: Jesuszilla on August 23, 2015, 05:44:39 AM
Still gotta find the attack ID though, whatever that is.
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2 hitboxes!)
Post by: Jango on August 23, 2015, 05:45:40 AM
I'm more interested in you finding the ID to "pussy and beer"
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2 hitboxes!)
Post by: AlexSin on August 23, 2015, 12:53:38 PM
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. :(
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2 hitboxes!)
Post by: Jesuszilla on August 23, 2015, 06:04:04 PM
Yes. You just have to find the player scale value.
Title: Re: ArtMoney is obsolete. CheatEngine is the future.
Post by: JustNoPoint on August 23, 2015, 08:59:05 PM
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:
(http://i.imgur.com/0FunZAq.png)

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
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2 hitboxes!)
Post by: Jesuszilla on August 23, 2015, 09:14:07 PM
Shouldn't matter but Euro. Did you DL the latest script? And did you make sure to have Kawaks open BEFORE you started CE?
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2 hitboxes!)
Post by: JustNoPoint on August 23, 2015, 09:49:00 PM
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
(http://justnopoint.com/mugen/ce%20crap.png)
These values do not seem correct for Demitri while he's just standing there.
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2 hitboxes!)
Post by: Jesuszilla on August 23, 2015, 09:52:56 PM
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.
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2 hitboxes!)
Post by: hatter on August 23, 2015, 09:57:48 PM
(https://pbs.twimg.com/media/CND8rCIVAAUC2yY.png:large)

(http://i.imgur.com/NUyttbn.gif)

I see a Kyo in this screenie, so I guess you are gathering data for your XIII Kyo char. :P :P

LOL, I jest. I'm not the best with this stuff, so I'm just gonna wish you luck with this. ^_^
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2 hitboxes!)
Post by: JustNoPoint on August 23, 2015, 10:00:40 PM
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.

(http://justnopoint.com/mugen/ce%20crap2.png)
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2 hitboxes!)
Post by: Jesuszilla on August 23, 2015, 10:05:12 PM
Attack box offsets appear to be right, can't tell with Vel X since it's all at 0.

Did you restart CE completely?
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2 hitboxes!)
Post by: JustNoPoint on August 23, 2015, 10:12:15 PM
This is still open from the same usage/screenshot as before.

This has been a common problem but I kept everything open so there wouldn't be any possible differentiating results.

I can try to restart it again if you think it'd help.
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2 hitboxes!)
Post by: Jesuszilla on August 23, 2015, 10:13:37 PM
Yeah, keeping everything open when you've been getting errors is a bad idea. Reload the table and run the script or restart CE and do the same thing.
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2 hitboxes!)
Post by: JustNoPoint on August 23, 2015, 10:26:23 PM
Ugh now it's doing that error it had that I 1st quoted again. Whether I run Kawaks and the game 1st or not.

To clarify I have been selecting my characters and they will be loaded up and ready to fight when I open CE and start trying to load the file and run the script.

This is being pretty frustrating. My system is 64 bit and I'm running the 64 bit version. If that matters.
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2 hitboxes!)
Post by: Jesuszilla on August 23, 2015, 10:27:27 PM
I have no idea what's going on, then. Everything should just work. I've had others use the table without any problems.
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2 hitboxes!)
Post by: JustNoPoint on August 23, 2015, 10:29:46 PM
I've noticed. Must be something to do with my PC hardware. Not that it probably matters but it tells me my system runs Kawaks better using Video Card ram.
Does your system run Kawaks with video card ram?
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2 hitboxes!)
Post by: Jesuszilla on August 23, 2015, 10:31:20 PM
How would I be able to tell that?

Also what does the table look like when Demitri walks forward?

EDIT: Turns out the script I uploaded at like 1:00 or 4:00 A.M. for VSav had some problems with it. Redownload.


Still struggling with the CvS2 attack boxes.
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2 hitboxes!)
Post by: JustNoPoint on August 23, 2015, 11:13:47 PM
We continued on Skype and found out there was an incorrect copy of the CE file uploaded to TrinityMugen. JZ will correct it soon.
Thanks JZ!


ninja'd
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2 hitboxes!)
Post by: -Whiplash- on August 24, 2015, 05:14:24 AM
Hey uhh.. is it pausing for you? because now I can't pause at all, I click the pause/step frame button and it does nothing?

Okay hey. sorry to go back to MVC2 since you are working on CVS2, but I was wondering if anyone else is getting this issue? I was trying again to pause but it's not working. I've re-downloaded the file here and re-downloaded cheat engine and Demul (you listed version 0.57 and said it was the version from 31.07.2015, but that's version 0.7 version 0.57 is older, regardless I've tried both and I get hitboxes from both but cannot pause) and nothing's working. I should note that until this version of the file I could pause and framestep but now I cannot. It's not the HUGEST Deal, but it's making getting velocities and hitboxes a HUGE pain in the ass because I only get like a 1 frame chance to pause, and I am not that fast.

EDIT: Also, looking at your x Pos (maybe Y pos too) but (you probably know this) I think they are still set at 480p. I was getting velocities for venom using the difference in X position and I noticed that the velocities were too high until I divided the pos DIfference by 2 and then multiplied it by 6/5 then I got what it should've been.
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2 hitboxes!)
Post by: Jesuszilla on August 25, 2015, 01:19:46 AM
You MUST be using an older table because the calculations are there.


Check the directory where you're saving/loading.


EDIT: GOT 'EM

(http://i.imgur.com/D5BAtff.png)


Now the only question is how do I make it generic? I won't be able to get projectile CLSNs the way it is now.
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2, CvS2 hitboxes!)
Post by: -Whiplash- on August 25, 2015, 03:16:29 AM
You MUST be using an older table because the calculations are there.


Check the directory where you're saving/loading.

I just Re-downloaded it (and demul) and saved it to the desktop and I'm getting the same issue, It's really not working.
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2, CvS2 hitboxes!)
Post by: Bastard Mami on August 25, 2015, 05:06:51 PM
try cleaning your brower's cache, maybe it has an old file stuck there.
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2, CvS2 hitboxes!)
Post by: Jesuszilla on August 25, 2015, 05:40:21 PM
I should probably start versioning these tools, come to think of it.

Also I took the easy way out to get the attack box offsets by searching in memory for the offsets I needed and, thankfully, finding a spot where the result of the calculation is stored, so I'm unsure how to get it to work for projectiles.

I know the way to get the offset is based on the animation, but what I need to do to it, I don't know.
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2, CvS2 hitboxes!)
Post by: -Whiplash- on August 25, 2015, 06:11:49 PM
try cleaning your brower's cache, maybe it has an old file stuck there.

And it's still not working. I guess I'll just deal with it.
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2, CvS2 hitboxes!)
Post by: Jesuszilla on August 26, 2015, 04:25:41 AM
(https://pbs.twimg.com/media/CNTSMb7UwAAaS09.png:large)

And we have our projectile boxes. Just need to touch up the script a bit, for some reason I couldn't get this unless I predicted WHICH projectile was going to be showing THEN selecting it. With 32, you can see how that would be a problem.
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2, CvS2 hitboxes!)
Post by: JustNoPoint on August 26, 2015, 04:28:06 AM
Congratulations! I don't know who that is directed to more! You or all the people that will benefit from this (I guess that'd still include you anyway).
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2, CvS2 hitboxes!)
Post by: Jesuszilla on August 26, 2015, 04:45:29 AM
(https://pbs.twimg.com/media/CNTWl1pVEAAcyem.png:large)

Holy shit, Kyosuke.
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2, CvS2 hitboxes!)
Post by: -Whiplash- on August 26, 2015, 09:15:09 PM
wow. and I thought the hitboxes in MVC were outrageous. O_O
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2, CvS2 hitboxes!)
Post by: Jesuszilla on August 27, 2015, 02:43:44 AM
(https://pbs.twimg.com/media/CNYEVCAU8AAZ1zm.png:large)

Just as I thought, it also works on everyone's favorite game: CFJ

And her CLSNs are unchanged from VS2. What a shock.
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2, CvS2 hitboxes!)
Post by: JustNoPoint on August 27, 2015, 03:00:06 AM
Did they update the SF3 characters or Demitri's?

What's going to be your next game priorities?
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2, CvS2 hitboxes!)
Post by: Jesuszilla on August 27, 2015, 03:07:17 AM
They updated them for SF3 characters due to engine requirements, yes:
(https://pbs.twimg.com/media/CNYGQOhU8AEweol.png:large)

Keep in mind those sprites are aligned by SF3, so they're probably off by 8, 16, 24 pixels. They realigned a lot of animations for the SF3 characters in CFJ.
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2, CvS2 hitboxes!)
Post by: T. Vinceson on August 27, 2015, 03:08:25 AM
I will definitely look forward in using this program once I get to do ground-up correction/refining to that Tessa/Tabasa edit I did months ago.
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2, CvS2 hitboxes!)
Post by: Jesuszilla on August 27, 2015, 06:19:48 AM
(https://pbs.twimg.com/media/CNYug9nVEAAm4L2.png:large)

why
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2, CvS2 hitboxes!)
Post by: Thedge on August 27, 2015, 02:20:56 PM
CFJ Felicia by Alexlexus.
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2, CvS2 hitboxes!)
Post by: JustNoPoint on August 27, 2015, 02:30:39 PM
I want a time machine just so I can waste it on sending this back to MUGEN's past. The outrage of the infinite priority would have made the community shun Capcom and claim the site was hosting child porn.
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2, CvS2 hitboxes!)
Post by: Cybaster on August 27, 2015, 02:54:42 PM
I think this is also the time where you want to say "Fuck accuracy", but all this was thought through and implemented for balance. Probably. Or maybe they were just on crack or hired a student to make the hitboxes for 0.01¥ per sprite.
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2, CvS2 hitboxes!)
Post by: Jesuszilla on August 27, 2015, 03:05:50 PM
It was a projectile before; I have no idea why they did this. It doesn't have to deal with reflection because Ingrid's super is a static projectile and it cannot be reflected either.

Maybe they just wanted the move to have cornerpush for whatever dumb reason.
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2, CvS2 hitboxes!)
Post by: JustNoPoint on August 27, 2015, 04:00:07 PM
When are all these new findings coming to a trinity near you?
I'm salivating for the CVS tables/scripts!
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2, CvS2 hitboxes!)
Post by: Jesuszilla on August 27, 2015, 05:22:29 PM
It may sound selfish but I want to get all the hitboxes in Eagle and Boxer first =P

Plus I need to do more appropriate error-checking. Lua doesn't have the traditional try-catch block so I'll need to look into what it does because I've noticed sometimes that I get "C stack overflow" errors in code that runs on a timer. In fact, most errors you get that require you to restart it are due to code that runs on a timer, so I need to appropriately handle them.

I also need to verify that the game detection works as it should because it's a little wonky. I need to find a way to implement frame skip in PCSX2, if that's even possible. I also want to add DEmul support.

I'm also thinking of adding a little window with the hitbox preview so the FGC can utilize it better as well. Some of my tweets have been getting some attention.
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2, CvS2 hitboxes!)
Post by: JustNoPoint on August 27, 2015, 05:28:33 PM
I just don't want to have to do extra work on Ryu. Though most of his CLSN are already done so I guess at this point it pretty much has to all be reworked when you release it anyway. If I finish build 1 of Ryu before you release it I'll move to an Alpha character instead of Ken I guess :p
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2, CvS2 hitboxes!)
Post by: Jesuszilla on August 27, 2015, 05:32:13 PM
How'd you get his CLSN's before?
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2, CvS2 hitboxes!)
Post by: JustNoPoint on August 27, 2015, 05:34:35 PM
The few images from strategy guides + using SFA/SF3 as reference and trying to simulate the larger boxes and logic I could come up with from the official CVS images.
IE: I made them up
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2, CvS2 hitboxes!)
Post by: TheFclass97 on August 27, 2015, 05:36:13 PM
(https://pbs.twimg.com/media/CNYug9nVEAAm4L2.png:large)

why

Excuse me?
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2, CvS2 hitboxes!)
Post by: Jesuszilla on August 27, 2015, 05:48:02 PM
The few images from strategy guides + using SFA/SF3 as reference and trying to simulate the larger boxes and logic I could come up with from the official CVS images.
IE: I made them up

Well I could just send you the script once I get DEmul support in because I know I can get framestep to work in that. Just be aware that errors could occur =P.

EDIT: DEmul, damn phone
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2, CvS2 hitboxes!)
Post by: JustNoPoint on August 27, 2015, 05:49:59 PM
Sure thing. I'm patient. If you send it to me early I won't share it. I'll let you release it when you're ready.
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2, CvS2 hitboxes!)
Post by: AlexSin on August 27, 2015, 06:01:46 PM
Excuse me?

If you don't understand look at the CLSNs. It should be a projectile, but from the CLSNs (red collision) it looks like it's an attack done directly by Felicia.
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2, CvS2 hitboxes!)
Post by: Jesuszilla on August 27, 2015, 06:47:53 PM
Yep, so it has cornerpush, cannot be reflected, and cannot cancel out any projectiles (probably mostly due to its size). Combine that with the fact that she cannot Rolling Buckler under Ryu's Hadouken (IIRC), and that's a serious gimp to her since the point of THAT move is gone. The only rational explanation is they simply didn't care, because there's no way in hell any of it is for balance.

Demitri's hitboxes are also taller to account for the retouched sprites, if you were wondering, unless they're from VS2 (only checked with VS). Rest of the DS cast is probably the same as VS2.

EDIT: LOL
(https://pbs.twimg.com/media/CNdFIfQUkAA3yh3.png:large)
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2, CvS2 hitboxes!)
Post by: felineki on August 28, 2015, 02:09:46 AM
It was a projectile before; I have no idea why they did this. It doesn't have to deal with reflection because Ingrid's super is a static projectile and it cannot be reflected either.

Maybe they just wanted the move to have cornerpush for whatever dumb reason.
I also wonder why they decided to get rid of its original effect sprite and replace it with that same generic ground spark they've used for a hundred different things in a dozen different games.
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2, CvS2 hitboxes!)
Post by: Jesuszilla on August 28, 2015, 04:29:47 AM
Implemented PCSX2 framestep. Thanks to this, I have found out that the script does NOT get throw boxes. So I've still got lots of work to do.
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2, CvS2 hitboxes!)
Post by: JustNoPoint on August 28, 2015, 04:39:08 AM
Woot! I was preferring the PS2 emulator for CVS2 anyway. Maybe I'll try SFA Anthology again sometime. It was just crashing WAY too often when I was trying to rip Ryu last time.

Not sure if I'll try Vampire DS Collection again. I don't really think it'd have too much I didn't get last time. Maybe a few things from Dee I couldn't figure out how to freeze last time. Frame step would allow me to get those =D

He was a nightmare to rip so I doubt I'll try again. He came out well enough. Just need those few things and CLSN/timing data
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2, CvS2 hitboxes!)
Post by: Lost_Avenger on August 29, 2015, 01:11:12 PM
I had to run it in software mode to even run that game.

Are you going to get the data for alpha 3 max for your Deejay too? I'm going to get a vacation soon so I'm hoping to use ththat cvs2 table and CFJ table if you're OK with it. I won't share it lol.
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2, CvS2 hitboxes!)
Post by: Jesuszilla on September 07, 2015, 05:00:26 AM
So I found out that CheatEngine lets you set breakpoints. That is exactly what I needed to do this:

(https://pbs.twimg.com/media/COLx0TAUwAAkhrX.png:large)
(https://pbs.twimg.com/media/CORM0yFUkAAkddR.png:large)


Doesn't seem to like Zangief's air throw super or CFJ air throws, though. Can't really knock CFJ anymore, it's the reason we were able to get this far. God bless you, Anakaris and Felicia for not having your command throw boxes changed.

EDIT: So when I started applying CLSNs to Eagle, I started to notice they looked a bit... out of place. Then I remembered Kyosuke's ridiculous s.LP and decided to scale it using the CPS2 scale factor (5/6):

(https://pbs.twimg.com/media/CORybT7UYAA40GR.png:large)

Look much more reasonable, don't they?


So all CLSNs in CvS2 appear to be in the CPS2 aspect ratio, so they'd need to be scaled down to square pixel aspect ratio. I will implement either a checkbox or a PLPAK check for it in the tool.
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2, CvS2 hitboxes!)
Post by: Jesuszilla on September 25, 2015, 04:55:04 AM
And the CvS2/CFJ tool is out! Check the link in the first post and be sure to read the notes! It's important if you want to get throw boxes.
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2, CvS2 hitboxes!)
Post by: -Whiplash- on September 25, 2015, 05:07:05 AM
This will be helpful. I've tested it out and it's working great. I'm gonna fiddle with it more tomorrow. Thanks so much.

Are you planning to do any other games or this it for now? (not that I'm complaining mind you, just curious)
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2, CvS2 hitboxes!)
Post by: Jesuszilla on September 25, 2015, 05:12:43 AM
Good! I'm really happy; I worked hard to make that script stable.

Next is probably bringing up the MvC2 script to the same standards as the CvS2 one. After that I'll either add other emulators to CvS2 and MvC2, go back to VSav and start working on Chronicle, or move on to Warzard.



So first off, I'm going to start with the MvC2 script... however, there is one thing that may kill it from being exactly the same as CvS2's: the projectiles in MvC2 could be dynamically allocated, as I have found no pattern between the addresses.

EDIT: Found the pattern; turns out their allocation scheme is just weird.
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2, CvS2 hitboxes!)
Post by: Jesuszilla on October 05, 2015, 12:30:53 AM
MvC2 script updated with hitbox viewer. Because there's 188 projectiles (and Cap's shield for P1-P6), I decided to have the object list dynamically populate. It may not be sorted, but it's better than having to scroll through nearly 200 objects.

Requires DEmul 0.7a_310715

-Whiplash-
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2, CvS2 hitboxes!)
Post by: -Whiplash- on October 05, 2015, 01:00:53 AM
K, pausing works again. (weird that it didn't before, maybe I was using the wrong version?)

anyway thanks a lot. I don't have much free time right now but I'm very happy regardless.

also, cables gun:

travels at a velocity of 12

also the projectile gave me these hitboxes

Clsn2: 4
  Clsn2[0] = -20,-70,56,0
  Clsn2[1] = -12,44,-12,44
  Clsn2[2] = -26,-38,68,-2
  Clsn2[3] = -26,-38,68,-2
Clsn1: 2
  Clsn1[0] = 0,-257,0,771
  Clsn1[1] = -1073,515,513,2567

WHAT THE FUCK. I have nothing to say about this, it makes no damn sense.

Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2, CvS2 hitboxes!)
Post by: Jesuszilla on October 05, 2015, 01:08:18 AM
Yeah, I can't explain Cable's gun, either.

Also what you're looking at is actually the shell that flies off when he fires.


EDIT: Apparently the "active" flag I found was actually the "visible" flag. Since Cable's projectile is not visible, this flag will obviously be 0. Now searching for the actual "active" flag...

EDIT2: I found the actual "active" flag. Only one problem, though... it doesn't fucking clear.
So for now, enjoy all the data you could possibly use from this:
(http://i.imgur.com/PPL0SFD.png)

Code:
Clsn2: 1
  Clsn2[0] = -10,-10,14,10
Clsn1: 1
  Clsn1[0] = -54,-6,10,6

EDIT3: Script updated. Can now find invisible projectiles and some better compatibility with CotA character CLSNs since theirs are weird. CLSN1 will show in the stance now but that is the throw box. -Whiplash-
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2, CvS2 hitboxes!)
Post by: JustNoPoint on October 07, 2015, 10:03:34 PM
Using this for my Ryu now. I am LOVING it. I really love that it keeps the CLSN data facing toward 2P no matter which direction they are facing. Makes much fewer movements on my part. <3
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2, CvS2 hitboxes!)
Post by: JustNoPoint on October 22, 2015, 04:26:44 PM
from PM, leaving anonymous since I didn't ask before doing this said:
I can't get the cvs2 table to work in cheat engine. I've tried just about everything and it stops responding when I hit start diagnostics
I started with it working fine for me. Then I tried again this week and it was doing the same thing. So I knew something must have changed. And the only thing I'd messed with was the video graphics settings.

So while the game was running and while Cheat Engine was stuck not responding I began trying different settings to find out what I had used on 1st run.

I ended up getting it to work with GSD 10
Adapter: Default Hardware Device
Renderer: Direct3D10 (Software)

To note I actually got CE working by upgrading to Windows 10 as well. The video renderer didn't cause it to stop responding in it.
But I had other issues with Win10 and came back to Windows 7.

So if anyone else has this issue mess around with your video settings.
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2, CvS2 hitboxes!)
Post by: Lost_Avenger on October 22, 2015, 08:05:04 PM
I don't have 3d10. I have 9 or 11
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2, CvS2 hitboxes!)
Post by: JustNoPoint on October 22, 2015, 08:46:35 PM
Did you try all your configurations? That was just how I got it working. I didn't test many other combinations. That might not be the only one and it may even be system specific.

Just run the emulator run CE and hit diagnostic like you've been doing. It should stop responding. Now go through all your video options and see if any of them will work for you.

Worst case scenario you send me SFF and air files and I'll get you the CLSN data.
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2, CvS2 hitboxes!)
Post by: -Whiplash- on October 26, 2015, 03:09:58 AM
EDIT3: Script updated. Can now find invisible projectiles and some better compatibility with CotA character CLSNs since theirs are weird. CLSN1 will show in the stance now but that is the throw box. -Whiplash-

Weird how I never get notified about these things. anyway, I still don't have time. Probably on study week I will be able to code seriously. Thanks man, it means a lot to me.
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2, CvS2 hitboxes!)
Post by: JustNoPoint on October 30, 2015, 12:30:55 AM
Yo JZ, would you be willing to make another button that could output the push box as a CLSN too? So I can get a better idea on the sizes of some of these?
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2, CvS2 hitboxes!)
Post by: Jesuszilla on October 30, 2015, 08:07:08 PM
Sure, it's pretty simple. I'll try to get around to it this weekend.
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2, CvS2 hitboxes!)
Post by: JustNoPoint on October 30, 2015, 08:28:49 PM
Sweet.
My Ryu's push box was a tad too wide compared to the CLSN2

His cross up MK wasn't hitting. I just kinda used the image in the preview box to try and tweak the width.
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2, CvS2 hitboxes!)
Post by: Jesuszilla on October 30, 2015, 09:04:43 PM
If a crossup isn't hitting, it probably isn't width, but the height. You need to implement "variable height" using PlayerPush, using the lower height of the pushbox and check if it's overlapping the height of the opponent.
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2, CvS2 hitboxes!)
Post by: JustNoPoint on October 30, 2015, 09:37:44 PM
Height seemed pretty close to what the preview image had in regard to CLSN placement. But the width was extending past the clsn1. After I shrank it the cross up began hitting. Though it could've been a mix of height and width being wrong. Anyway being able to see the exact size of the box in relation to the CLSN in game should fix future issues like this.
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2, CvS2 hitboxes!)
Post by: Jesuszilla on February 21, 2016, 05:43:25 AM
I updated the VSav/SFZ3 script again. Turns out I was reading the wrong leg box this entire time... oops.

@Just No Point: I'm not sure when I'll get around to a Vampire Hunter script, but stay tuned, I guess. I sort of need to focus on personal things/projects for a while.
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2, CvS2 hitboxes!)
Post by: JustNoPoint on February 21, 2016, 01:29:32 PM
I guess all the leg boxes I happened to look at online coincidently looked like what your LUA was pumping out so I thought they were all correct! :p
Guess I know what I'll be redoing next! Thanks for the update.

While I hope you hurry and get on the Hunter script because it'd save me a ton of time I can still use the old way with mame a video recorder and ghostwin to get the NW CLSN data. :)

Thanks for saying you'll get on it though!
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2, CvS2 hitboxes!)
Post by: Jesuszilla on February 27, 2016, 09:44:03 PM
I have updated the VSav/SFZ3 table. It now has a hitbox viewer so you no longer have to resort to MAME-rr or FBA-rr. I may try to see if I can get throw boxes to display soon, though Dreamcast support for Upper and Chronicle seems more important.

Game switching also works perfectly now.
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2, CvS2 hitboxes!)
Post by: JustNoPoint on February 28, 2016, 06:52:01 PM
I love you.
Wouldn't it be better to do the PS2 versions of Hyper SFA and the 3(6) variants of VS in Darkstalkers Collection?
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2, CvS2 hitboxes!)
Post by: Jesuszilla on July 05, 2016, 04:19:53 AM
https://github.com/Jesuszilla/cheatengine-scripts

All scripts were moved to GitHub with updates made to the CFJ/CvS2 script. Throws should work properly on all platforms, though I expect some freezing may happen with CvS2 due to the breakpoints. If that's the case, right click and remove the breakpoint that is causing the problem.
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2, CvS2 hitboxes!)
Post by: Jesuszilla on July 10, 2016, 11:51:14 PM
I added buggy support for JP CvS2. Unless you have a damn good reason (which you probably don't) to use it, I'd use the U.S. version of CvS2.


It'd be nice to have some help with this, particularly with Lua's horrible error handling.
Title: Re: ArtMoney is obsolete. CheatEngine is the future. (now with MvC2, CvS2 hitboxes!)
Post by: RedDragonCats17 on February 10, 2021, 06:12:31 AM
I was hesitant in doing this, but I won't go anywhere if I keep it up.

I have a bug (of some sort) to report. Apparently the data collector isn't collecting data on anything in Street Fighter Alpha 3. I've opened Kawaks and loaded the rom, opened the process in CheatEngine, and opened the cheat table, and yet it's showing me this:

(https://i.imgur.com/cIorPYI.png)

CheatEngine can read the rom fine, and some of the cheats are working, so the problem here is the data collector itself. Jmorphman and Karmacharmander have done the exact same things and theirs work fine, so I'm confused as to why mine isn't.