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Hardware Enhanced Melee: Proof Of Concept

LiteralGrill

Smokin' Hot~
Joined
Dec 9, 2012
Messages
5,976
Location
Wisconsin
Imagine knowing what moves were used the most to kill in a game of Melee. Imagine having every single input from a competitive match shown on screen for players to see live. Imagine the wealth of knowledge that could be gained from the game taking all of the data from top level matches.

This idea is coming closer to being a reality. Fizzi with the help of achilles1515 and SinsOfApathy has created the proof of concept for hardware enhanced Melee. While this is just a beginning glimpse of what it could be the applications look to be very exciting. Give it a watch and see what the future of competitive Melee could look like!


SmashCapps would absolutely love to see this become something with widespread use and can only imagine the potential of this as a project. To share in this excitement be sure to come chat with him on Twitter.
 
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SinsOfApathy

Smash Journeyman
Joined
Feb 24, 2015
Messages
474
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Psion312
Nah, just don't credit me even though I'm in the description :(
 
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GenNyan

Smash Ace
Joined
May 12, 2015
Messages
574
Location
Florida
Maybe add something about how much % was "lost" to stale moves?
And Number of projectiles fired/thrown, Time spent in shield, and Missed L-Cancels/Techs.
Too many possibilities for this.
 

SDFox

Smash Apprentice
Joined
Jan 29, 2015
Messages
151
I have wanted a input counter for melee, like the one in MvC3
 

ELITEWarri0r115

Smash Ace
Joined
Mar 24, 2015
Messages
990
Imagine that... Now imagine a lot of hidden techs that aren't discovered yet waiting to be discovered. It would take a while, but since it's still old, it's still very impressive
 

Keeseman

Smash Apprentice
Joined
Dec 17, 2014
Messages
126
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Keeseman
3DS FC
2251-4754-4791
Do other games and their communities have this, like Marvel or Street Fighter? I think Marvel has an input detection thing, but I think it's only in training mode.

If not, this could be near revolutionary for the fighting genre in general.
 

RevolverTurtle

Smash Rookie
Joined
Jun 21, 2015
Messages
12
Do other games and their communities have this, like Marvel or Street Fighter? I think Marvel has an input detection thing, but I think it's only in training mode.

If not, this could be near revolutionary for the fighting genre in general.
Most fighting games do, but they're usually limited to the designated training modes afaik.
 

CptJPuff

Smash Journeyman
Joined
Sep 29, 2014
Messages
313
Absolutely sexy.

It'd be cool to see this sold as some weird memory-card-computer thing. I'm not too sure what to call it, lol.
 
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J.P

Smash Journeyman
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Jan 17, 2015
Messages
396
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150195
3DS FC
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Tafo will absolutely love this, more statistics comming his way!
 

RevolverTurtle

Smash Rookie
Joined
Jun 21, 2015
Messages
12
Also, In Tekken there is something called Hit Analysis IIRC, what it does is it shows whenever you are prohibited from making a new input by shading your character in red.
E.g. you input Fox d-smash, and for the remainder of the animation you can't move, Fox is shaded red until you can move again.
Or for example Links f-smash, Link is shaded red when it's too late to input the second slash.
It would also be the same for hitstun, techs, etc.
Not sure exactly how applicable it may be here, just thought I might as well put it out there.
 

TreK

Is "that guy"
Joined
Aug 27, 2008
Messages
2,960
Location
France
Ideas :

Stats:
-Damage dealt by projectiles over the course of a stock/match
-Combo damage (and not just combo length)
-Damage dealt between when you land a hit and when you take a hit, on average (another important stat for combos with lots of resets)
-Amount of moves of each type, including things like dashes, jumps, shield drops, etc...
-%age of techs missed, of L cancels missed, of shield stabs, etc...

Other features:
-Replays. Like in Brawl, you could record inputs and play them back. All of them. Maybe even use this in training mode like other fighting games ?
-Publishing the stats in some kind of online database
 

Killem

Smash Rookie
Joined
Oct 13, 2014
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Walkersville, Maryland
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Imfappin
3DS FC
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You could have a ledge count so we could actually enforce the ledge stall rule
 

Budwiser

Smash Cadet
Joined
May 19, 2015
Messages
28
Location
Richmond Hill, Georgia
So basically a super in-depth game logs. In my opinion, for the friendly side of melee, this would be kinda like a fun thing to mess with to see who can do something better. For the competitive side of melee, this could become like a statitistics thing where everyone can compare one another and see who does better in certain aspects.
 
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ECHOnce

Smash Lord
Joined
Feb 22, 2014
Messages
1,191
Location
Bellevue, WA
This is crazy. I have never even considered the possibility of Melee being dissected in such a useful way - to the extent that we could lock setups and all upon sets ending. That just seems so...cool. Blowing my mind right now.
 
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L!ver

Smash Cadet
Joined
Aug 12, 2010
Messages
45
Location
Berlin, Germany
NNID
Livastyle
Self running stream setup...
I just developed a software which automaticly uploads the VOD's right after they happend, with correct title etc.

Now, when even the stream setup can handle the scores, names, etc by itself, well....

I'll become unemployed XD
 

TheHypnotoad

Smash Ace
Joined
Jan 28, 2015
Messages
615
How powerful of a computer would you need to be able to display two sets of inputs at a rate of 60 per second (four sets of inputs for 2v2 matches) for up to 8 minutes without crashing?
 

ECHOnce

Smash Lord
Joined
Feb 22, 2014
Messages
1,191
Location
Bellevue, WA
How powerful of a computer would you need to be able to display two sets of inputs at a rate of 60 per second (four sets of inputs for 2v2 matches) for up to 8 minutes without crashing?
Not much I'd imagine; I'm no computer whiz, but the information should just be sent to the computer as a bunch of numbers and data. People already stream on run-of-the-mill laptops with 1-2 controllers on display; it's something that the average person can setup. Not sure about Teams, but if the data is on the smaller end, doubling the amount shouldn't cause any big issues.

This could also easily be solved by just having two computers on scene - one for streaming, one for the calculations, if either the wifi/data is causing the other too much trouble.
 

SinsOfApathy

Smash Journeyman
Joined
Feb 24, 2015
Messages
474
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Psion312
How powerful of a computer would you need to be able to display two sets of inputs at a rate of 60 per second (four sets of inputs for 2v2 matches) for up to 8 minutes without crashing?
4 sets of inputs is only 64 * 4 bits or 16 bytes. Match time itself is only 2 bytes.

The prototype was pushing data at a rate of 1 byte/write with a loop for data larger than 1 byte. EXI supports 4 byte writes. Plus the EXI writes out at 32MHz. The Gamecube's Single-Core CPU was only 485 MHz and the average Dual-Core laptop CPU today runs at 2.7GHz. The Arduino Due in the prototype is like ~95MHz.

So yeah. Not that powerful of a computer.
 
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