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AI Handbook 2.0x readable syntax [stable]

Dantarion

Smash Champion
Joined
May 21, 2007
Messages
2,492
Location
Santa Barbara, CA
Well.....what we can do is try to mess with the common3 loading routine so that we can pull the ai_common out of fighter.pac and put it someplace else.

That will allow us to not worry about fighter.pac changing size on us.
 

Izaw

Smash Ace
Joined
Sep 18, 2007
Messages
688
Location
Sweden
Does this mean that we will be able to fight CPUs that will play that will be more "realistic" ?

Like would the CPU falco actually Side B and Laser more ? And would Sheik CPU tilt lock when possible etc. ?
 

Bero

Smash Journeyman
Joined
Jan 10, 2010
Messages
409
Location
Japan
Does this mean that we will be able to fight CPUs that will play that will be more "realistic" ?

Like would the CPU falco actually Side B and Laser more ? And would Sheik CPU tilt lock when possible etc. ?
Yes,it does. You can do it if you want and know how to do it.
CPUs can't "learn" in SSBB, so there's limit though.

EDIT
By the way, you can specify "FitCharMotionEtc.pac" or "Fighter.pac" or "Common3.pac" instead of "ai_XX.pac".
 

Dantarion

Smash Champion
Joined
May 21, 2007
Messages
2,492
Location
Santa Barbara, CA
The example in the OP is wrong.
"Approach to the opponent(walk)"

It currently does not account for the direction the character is facing. The game always multiplies by the direction the character is facing, as well as the direction the opponent is in.
 

Bero

Smash Journeyman
Joined
Jan 10, 2010
Messages
409
Location
Japan
Really? Then,why did my script work correctly?
I'll test it again.

EDIT
Script worked correctly.
 

Razzack

Smash Rookie
Joined
Apr 5, 2011
Messages
3
Location
Kiel, Germany
I'm trying to get into this, but I always encounter the following problem:

When I start a new project and try to build it immediately without changing anything, some scripts (10A0, 1130, 2040) always produce an "unexpected Error" while parsing the script" and the building fails. What causes that?

When I run those scripts through the debugger I get "Method isn't defined: SetVar", but the scripts that work also have SetVar in it.
 

Bero

Smash Journeyman
Joined
Jan 10, 2010
Messages
409
Location
Japan
Could you tell me the character you used?

Thee debugger doesn't load functions.js in Modules folder so you have to copy-paste the content of the file.
To be honest, I made the function for myself.
 

Razzack

Smash Rookie
Joined
Apr 5, 2011
Messages
3
Location
Kiel, Germany
Thanks for the quick response!
What I described happened with FitFalcoMotionEtc.pac, but it's the same with ai_common.pac. The scripts that don't work with me in ai_common are 1040, 1080, 10A0 and 1120.

Did I use the wrong file? I extracted FitFalcoMotionEtc.pac myself and I seem to be the only one with this problem.
 

Bero

Smash Journeyman
Joined
Jan 10, 2010
Messages
409
Location
Japan
This is debug build, so it is natural there should be some troubles.
But I can open/save/build all the AI files...
Anyway,I'll try to fix the problem.
 

auroreon

Smash Ace
Joined
Aug 31, 2007
Messages
583
Not entirely sure how this works yet as I haven't tried playing around with it myself, so I apologize if this is a silly question or doesn't make sense...

Would it be possible (in the fullness of time) to have multiple AI' for a character and have the game randomly (or manually) select a different AI for that character every time you start a match?
Kind of like the stage code that (I think) Dantarion made that allows you to have multiple stage textures for each stage and has the game randomly load a different texture for a given stage each time you play there.

The reason I ask is... if you could have multiple AI' for the same character you could have CPU characters use different playstyles.
So when playing against CPUs you wouldn't just get used to fighting against one playstyle and learn how to play against it but then get totally thrown off when you play someone who uses a different playstyle.
 

Life

Smash Hero
Joined
Jul 19, 2010
Messages
5,264
Location
Grieving No Longer
It would probably take a crapload of work to do that, but if it's doable with stages and characters then...

EDIT 4/23/11: Any news?
 

DWOLF

Smash Cadet
Joined
Apr 24, 2009
Messages
72
Location
Brazil
Hey Bero.

Sorry but I've to write you here on this Topic. You know, the File Patch code 3.5.1 is only for NTSC and NTSC-J so I decided to port it to PAL. It's almost done but it still have some issues and problems :/
Anyway, here is the ported code and it would be very nice if you are interested in porting the code with me or something like this :-)

File Patch Code v3.5.1 PALEdit
The code below was created by Phantom Wings and ported by ,Deathwolf

E0000000 80008000 225683EC 00000000 0401C3A8 4858BA58 065A7E00 00000070 38A00067 38810020 3CE0805A 60E37C18 4BE55140 38A0007F 3883FFE8 38610020 4BE55328 38A00068 60E47C18 38610020 9421FF80 BC410008 38610088 4BA6F178 7C7C1B78 2C030000 4082000C 38210080 4800001C B8410008 38210080 4BE552EC 38610008 4BA6F14C 7C7C1B78 4BA74668 04022360 48585C0C 065A7FA0 00000028 80010044 3C608001 6063581C 7C001800 4082000C 7FDDC850 3BDEFFE0 93DB0008 4BA7A3D8 00000000 0401CD0C 4858B1F4 065A7F00 00000038 2C030000 4182000C 4BA7DCF4 4BA75088 80780008 2C030000 41820014 8118000C 7C634214 7C7B1850 48000008 8078000C 4BA75064 00000000 043EF000 48000014 043EEE04 48000014 043D8FC8 48000018 043E9F78 38600000 043EA164 38600000 043D90AC 60000000 80000000 80409728 80000001 805A7C00 8A001001 00000000 045A7C10 2F525342 045A7C14 452F7066 80000001 805A7B00 8A001001 00000000 065A7B10 0000000F 2F525342 452F7066 2F736F75 6E642F00 041C6CE0 483E0D20 065A7A00 00000028 9421FF80 BC410008 3C60805A 60637B1F 4BE55738 B8410008 38210080 4BE5579C 4BC1FB1C 00000000 065A7900 00000078 9421FF80 7C0802A6 9001000C BC810010 9421FF00 7C872378 54B2BA7E 7CD33378 38800000 9081000C 90810010 90610014 90810018 3880FFFF 9081001C 38610020 90610008 7CE43B78 38A00080 4BE557FC 38610008 4BA75518 60000000 80210000 B8810010 8001000C 7C0803A6 80210000 4E800020 00000000 043E3DC8 481C3AD8 065A78A0 00000010 80BC0020 7CA59214 3A400000 4BE3C51C 043DBF90 481CB940 065A78D0 00000018 800302A4 2C130000 41820008 7E609B78 3A600000 4BE346B0 041CE75C 483D90A4 065A7800 00000098 818C0014 9421FF80 BC410008 3D009034 61089D94 7C034000 4082003C 7C882378 3C60804D 60630000 3C80805A 60847B00 7CC53378 38C04200 80E40080 2C070000 40820014 60000000 480000B9 2C030000 41820010 B8410008 80210000 4BC26F04 70A501FF 3868FFFF 3C80804C 6084FFFF 7C842A14 38A04001 38A5FFFF 8C040001 9C030001 2C050000 4082FFF0 B8410008 80210000 4BC26EEC 141CD770 483D9F90 065A7700 00000048 9421FF80 BC410008 7FE3FB78 3C80805A 60847B00 38A00000 38C04000 480001E5 90640080 807F0008 907A0014 907A005C 907A0074 B8410008 80210000 807F0000 4BC26034 00000000 E0000000 80008000
 

Life

Smash Hero
Joined
Jul 19, 2010
Messages
5,264
Location
Grieving No Longer
I'm glad somebody necro'd this one. I didn't want to be the one to do it, but I've been really curious what's been happening with this for the last few months.
 
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