Question about obtaining data from emulators

Started by Leon Belmont, September 12, 2007, 03:23:55 PM

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Leon Belmont

Sorry, I'm really stupid at this, I just need some simple instructions.

I want to get data from SF3TS a la CPS3 emulator. But I'm stuck.


Which emulator do I use to do this? How do I get the data to show up in the game?

I mean, how do I effectively get accurate information about the timing and ticks each animation has in a character?


Yeah, back to basics. I've never done this before, I've only ever guessed when I make characters.

Thanks in advance, if anyone replies.

Cybaster

If you're only searching for information about ticks and timings, then pause the game and go frame per frame, and count.

I can't remember if NullDC does this, but the new CPS3 Emulator by Elsemi does. I think there are also Mame builds using Elsemi's emulator which should be able to do that.

Concerning the CLSNs though, I don't think there's anything yet. You'd have to do as KFM and extract hexadecimal values (I suppose) directly from the rom. But that's not your point, so whatever...

Leon Belmont

Actually I'm concerned with all aspects of the character, CLSNs, animations, and ... everything else, I guess.

Animations I guess are a given now, CLSNs I'll get to a bit later, how about knowing what's the right axis? I mean I got the sprites, but I don't know how to align them properly.

Cybaster

Aren't Zweifuss sprites ripped with perfect axis ? I guess they are.

When you place the sprites in the SFF, for the stance for example, the cross you have in FF, MCM or MEE should be placed between his feet, on the same y-axis (just check KFM's SFF to see exactly how it supposed to be).

So what you have to do is insert a stance sprite in the SFF (but DO NOT crop it) and place it at an axis you think is right.
Now, you have an X and an Y for this sprite.

All you have to do now is insert all the sprites with the same X and Y. If all the sprites were ripped with the perfect axes, then all the sprites you've just inserted in the SFF will have the same configuration space-wise, and will therefore have correct axes.

Now you can crop the sprites if you want. :P

Leon Belmont

Oh, I see I see. Thanks a lot. :)

I apologise for my lack of understanding in this easy stuff, I really do.  --;

Bastard Mami

the perfect axis thing is much more complex than that. ideally you would use artmoney, get the animation value in there and then you wopuld modify the memory positions so, while the char is not changing position, you cycle through the anims. if zweii has released perfect rips, though youa re better off just using his.

really, for accurate stuff, you need to learn artmoney.

Leon Belmont

#6
Mmmm I see.

Artmoney it is then. Now I'm going to have to spend the rest of the month learning how to use it.


Are there relevant tutorials out there related to this that can help me get a jump start?

Bastard Mami

yeah, check the artmoney interactive tutorial topic in the tricks and tutorials section.

Leon Belmont

I've been trying ArtMoney on the CPS3 emulator lately and I've gotten literally no where (aside from bugging Ryu's positions  and freezing the timer). I'm going to give ST on Nebula a run and see if I get better results.


There's something I'm stuck on that isn't related to ArtMoney (I think).

In ST (or any SF rather), when I use Ryu to hit Ken with an attack, I don't really seem to understand which part of the get-hit frames are pausetime and what are caused by actual ground hit times. Can someone tell me how to get this stuff correctly without guessing or 'oh, this feels right enough'?

Like, when I hit someone with an attack, how would you go about trying to find out how many ticks the opponent is left in his hitstate and how many ticks is the actual pausetime?

Bastard Mami

#9
ok, for p1 pause time.

try to perform the exact same move whitout hitting the oponent, you will get time 1 which is the total animation timing. now hit the oponent with the same move with frame skipping, you will get time 2. in mugen put time2- time1 + 1 as p1s pause time.

for p2's (i might be one tick wrong,as i have not looked deeply into this lately) hit them with the attack, once the hitspark appears count the time in which p2 is "stuck" to place, that's the pause time, once he makes the big leap backwards, also count the time, that is the hittime and hitslide time, stop counting when he goes back to ana animation that is not being hit.

Leon Belmont

Thanks a lot for your help :).

Except there's one thing I'm just a bit lost on:
Quotenow hit the oponent with the same move with frame skipping
What do you mean? As in actual frame skipping (+/- buttons) right? Or something else?

Bastard Mami

nah, forget teh frame skipping thing, most likely i meant frame stepping, which is implied for all of that, since that is the most practical thing to count ticks.

Leon Belmont

Oh I see. Alright.


One more quick question that is totally unrelated but I figured I'd write it up because it's too short to have its own thread.

In ST, Ryu can't throw another fireball if there is already one he threw on the screen.

How I do write this up on MUGEN? I've never such a code before.

Cyanide

trigger1 = numproj = 0

Pretty common actually.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.

Leon Belmont

OH, it's that simple. Thanks. I guess I just suck.

I guess I'm alright with getting animations (counting ticks) now, my character is coming along fine with the help of SRK's ST wiki, I guess ArtMoney comes later when I really need it so no point asking questions at this point in time. So I'll leave it at that.

Thanks for everyone's help. :)