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Diddy Kong Frame Data Project: Very easy method developed by Phantom Wings (hax)

Vyse

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I'm thinking it's about time we got the facts on Diddy's frame data.
What I want to know is how we can go about getting said data.

I have my recording equipment, and adobe premiere pro 2, so I'm pretty set for just recording animations and figuring out frames that way.

Is there a correct method of getting the frame data?
 

Advent Lee

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Aug 13, 2005
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Sunshine State
You beat me to it Vyse, I was going to make this exact thread. Any ways I would really like to see this thread flourish with some insightful and accurate info on anyone including and hopefully NinjaLink who can and would like to help :)



-advent-
 

Vyse

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http://www.smashboards.com/showpost.php?p=5463438&postcount=18

Magus420 said:
The best way is to capture the game in normal speed and be able to get the raw unaltered and still interlaced (this is important) 29.97 frames per second capture onto your computer. Most 'user friendly' capture programs try to deinterlace this source capture for you since interlaced video does not display well on a progressive display like your computer, and you need to avoid this being done.

When done properly, this method will always be 100% correct, so it's the next best thing to a debug mode for finding frame data. It's also pretty quick once you know the process. I did very thorough and detailed frame data for Luigi for Brawl in like 4-6 hours including all IASAs, hitbox windows, autocancels, hitlag/stun/advantages disadvantages (lol Brawl), etc.
http://www.smashboards.com/showthread.php?t=175652

An important thing to mention is that the invincibility 'flashing' isn't actually a true representation of when you're invincible like in Melee. I noticed this when I did Luigi's stuff. The only way to find it is to test it directly to see the frames where they begin not getting hit for the start of the window and begin getting hit again for the end. I never bothered to redo this for Luigi since I've played the game maybe twice or something since then back in June, lol.



In NTSC the game runs at 59.94 frames/game images per sec, and when you capture through composite (the basic yellow video cable) or S-Video the signal that is carried is 29.97 interlaced frames per sec, which is actually 59.94 fields per sec with each field representing 1 game 'frame' and there are 2 of these fields in each interlaced frame.

So in reality every game frame you need is actually there in a basic normal speed capture, but 99% of the time when programs deinterlace the video they scrap 1 of those fields for viewing on a computer and you are left with a 29.97 progressive video (1 image per frame) and so half of the game frames are lost.

To get around this you need to do the deinterlacing yourself, and instead of scrapping half the fields you want to separate the fields into separate frames creating a 59.94 frames per sec progressive video. You could also capture through component to get 59.94 progressive, but I believe capture cards that have these particular inputs are extremely expensive/aren't readily available for consumers. With this all you need is any basic capture card/gamebridge/whatever.



I use VirtualDub (to do the capture and to view it) along with AviSynth which can do the proper deinterlacing method for this purpose. I begin to go over how I do it here and in my next 2-3 posts or so in that thread:
http://smashboards.com/showthread.php?t=163775&p=4338287

I also explain some things about the video signal that is captured, interlaced video, deinterlacing, and how it applies when wanting to get all 59.94 (aka 60) game images/frames per second from the captured video signal here:
http://smashboards.com/showthread.php?t=162023&p=4308928



Also, like I mentioned in that first thread explaining it, you should be sure to record the move being done at least twice just in case a field happens to be added/dropped at the same time you used the move which could cause the data to be off by 1 'frame' on occasion. Having that to double check, and also having the in-game timer on will make sure the numbers you get are exact.

If you happen to have an S-Video connection for input and a cable that has an S-Video out from the game you should use that. The signal is basically the same as the normal composite (yellow), just that the image you get is a bit clearer which helps with reading things like Brawl's tiny game clock numbers.

When capturing, I recommend using a lossless codec or at least a very very high bitrate with a codec like XviD/Divx or something if you don't have adequate hard drive space for a lossless capture. The reason being that you don't want to get compression artifacts across the interlaced fields, which would distort fine details in the image that after you deinterlace it will make things like the game clock difficult or impossible to read.

I myself use the Lagarith Lossless video codec if you want a suggestion for one:
http://lags.leetcode.net/codec.html
 

TreK

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MEGABUMP
This seriously should be done someday we'll need it. I don't have the stuff to do it yet, if this isn't done by somebody other than me in like 3-4 months i'll do it.
 

Vyse

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I've only just realized that since my TV is 50hz, even though I can force PAL 60hz, I can't record it with my PAL designed equipment =_=
 

xoxokev

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I was actually looking for a thread like this a few days ago. I don't have the equipment either, I hope someone will do this
 

The Sauce Boss

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I know a guy that knows how to do it. He did it for the wolf boards and I think a couple other characters. Maybe I can ask him to do it, but it would be a big favor and its pretty time consuming so I don't know what the chances would be.
 

Vyse

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Now that I think about it. My recording equipment isn't really suitable =_=

It can only record at 50hz.
 

Vyse

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zomfg. The ultimate code for frame data collection is here.

Simply pause the game and press Z to advance the game frame by frame.

Code:
Button Modifier:
041E6CD8 4BE1C128
041E6D1C 4BE1C114
06002E00 00000068
9421FF80 BC410008
7CE4402E 7CE738F8
7CE73039 3864FFC0
7CE3412E 7CC4412E
B8410008 38210080
60000000 481E3EB0
9421FF80 BC410008
7C03202E 3DC01000
7DCE70F8 7C007039
740E0408 3DE00408
7C0E7800 40820008
64001000 B8410008
38210080 481E3EBC

Must be used with the Debug Pause Code.

Debug Pause:(GCC)
80000000 805B8A08
0402E5AC 8819000B
4A000000 804DE470
38000000 EFFF1000
86410000 00000001
E2000001 00000000
4A000000 805B8A08
3A000002 00FF0000
12000002 00000001
E2000001 00000000
4A000000 804DE470
38000000 FFEF0010
4A000000 805B8A08
3A000002 FF000000
12000002 00000100
E2000002 00000000

Press Start to freeze the game(don't worry, the music and sounds are unaffected).
Press Z to step through frame by frame.
Press Start again to unfreeze the game.
(The new Start command is X+D^)
 

InnocentRoad

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DD Frame Data (W.I.P)

Jab - 1
Hit 3F
Advantage -13F

Jab - 2
Hit ?
Advantage -16F

Jab - 3
Hit ?
Advantage -7F

Dash attack
Hit 9F , ? , ?
Advantage 0F

F tilt
Hit 10F
Advantage -24F

U tilt
Hit 6F
Advantage -16F

D tilt
Hit 4F
Advantage -13F

F smash
Hit 12F , ?
Advantage -22F

U smash
Hit 5F , ? , ?
Advantage -31F

D smash
Hit 6F , ?
Advantage -42F(f) , -33F(b)

N air
Hit 7F
Land lag 13F

F air
Hit 6F
Land lag 30F

B air
Hit 5F
Land lag 12F

U air
Hit 3F
Land lag 21F

D air
Hit 13F
Land lag 30F

Grab
Hit 6F

Dash grab
Hit 9F

Jump
Action 4F
Land lag 2F(SJ) , 4F(J)
 

TreK

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woah dash attack's advantage is 0 ? We knew it was good but THAT good o_o'
This could mean a guaranteed grab on shields if you're on pad port one am i right ? and idk, some other hax stuff maybeh...
good stuff InnocentRoad !
 

DFEAR

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hmm dash attack can still be punished by shield grabbing though cuz of grab armors and such. but nonetheless always thought the advantage was like 1-3 frames. this could create new possibilities. infinite dash attack ftw. any techs/combos we can figure out from this other than the current ones o.o?
 

mastermiind

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Hey i dont want to sound Noobish but how does knowing frame data effect my playing ?_?

just a question i feel is im portant

sry if im off topic
 

DFEAR

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well lol heres a good example.

marths frame data. his up b hits and has invincibility at frame 1 MEANING chaingrabs do not work on him at all O_<. or a cool example is the gonzo combo with kirby marth can up after the kirby taking like 12% instead of the full 55-60% O_< so using frames can determine what attacks can beat what and what you can do to counter certain moves etc. and aww dash attack is -2 :\ its fast but aww.
 

mastermiind

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o i feel so if u know diddys fastest atack i can use it 2 get out of combos
does that sound about right

!!!!! 100th POOOOSSST !!!!!
 

ADHD

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Location
New Jersey
well lol heres a good example.

marths frame data. his up b hits and has invincibility at frame 1 MEANING chaingrabs do not work on him at all O_<. or a cool example is the gonzo combo with kirby marth can up after the kirby taking like 12% instead of the full 55-60% O_< so using frames can determine what attacks can beat what and what you can do to counter certain moves etc. and aww dash attack is -2 :\ its fast but aww.
d3's chaingrab works on marth.
 

DFEAR

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Having a frame 1 move is irrelevant if you're still in histun. ^^
forgot to mention that. and ic climbers have a 0-death grab on everybody and i think d3 does have a chain grab too such as chrome said but ive seen chaz (marth from florida) get out of seibriks chain grabs sometimes o-o. but yea u can get out of multihit moves with ur uair as chrome posted a while back and been proven :#
 

white peachy

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forgot to mention that. and ic climbers have a 0-death grab on everybody and i think d3 does have a chain grab too such as chrome said but ive seen chaz (marth from florida) get out of seibriks chain grabs sometimes o-o. but yea u can get out of multihit moves with ur uair as chrome posted a while back and been proven :#
I'm pretty sure that DDD has to screw up for Marth to upB break the cg...I think most DDD's have more trouble cging Pit actually. I could be wrong though.

And yeah...thanks Chrome for the smash DI uair, I've been abusing that **** lately. Nice to hit Peach players who constantly use their Dair or Falco's who love abusing the jab. :laugh:
 
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