ant-d
Smash Lord
Precise frame data for this game has been publicly available for some time now...
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For certain characters, yes. For others, no.Precise frame data for this game has been publicly available for some time now...
wow...i havent tried that before...are you sure it works?THIS IS NOW THE PERFECT FRAME DATA COLLECTION THREAD!!!!
this debug pause code can be used to play the game frame by frame however replays never turn out so my original goal has failed BUT the fact that this code can be used for frame data collection has breathed new life into its uses becuase this can be used to further the study of brawl and discover timing for techs/hitboxes.
I like the detail of description of my first post so I'm leaving it here for people to read
ORIGINAL POST:
i have decided to start a new project using this
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^)
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
and the infinite record hacks to play frame by frame perfect victory brawls with every character in the game in order to create a monsterously difficult cpu
they will be unstoppable... perfect shielding every hit spikeing or gimping every recovery, breaking every grab before it can begin, landing every combo you'd wish you had dreamed of, every character will play at a step above even melee's best metagame, and wen pit against each other the battles will last for DAYS. low tier and high tier they will be indistinguishable from each other players will cry as cpu's perform forbidden tech's and DI out of even the hardest falcon punches, MKs will be knocked out of their tornadoes, CGing will become unbreakable, and a battle in the sky is defeat everytime.....
....pros will weep in fear of their godliness and they will cry, "please... make it stop" and i will look down upon them from my diamond tower and say, "NO"
First off, I happen to be a reasonable programmer. From a programming standpoint, when you're going for ease of execution and efficiency of file size (replays need to be transferable), It makes just as much sense, if not more, to not store CPU inputs.What leads you to believe replays don't store CPU input? I'd say the input data would always be saved if only for this reason: If you're playing online and a person drops out, that person's character becomes controlled by a CPU. Rather than having a specific exception for this case, from a programming standpoint it just seems easier for it to always save all input, so that it wouldn't have to run computer AI, then rig the AI's decisions to buttons each frame. It'd only rig the actions from the replay to the buttons. The files would take up less space if CPU input wasn't always saved, but it seems like a better trade to have it there, especially when the majority of replays saved would be actual people playing where there would be no gain for the users for this extra bit of programming leg work.
Not having it there would mean changing how the replay is handled if a CPU played in the saved match when it would be so much more intuitive codewise to ignore who played, basically.
I'll also say that the fact that a CPU can replace a human player midmatch is not proof against CPUs learning either. There would be numerous ways to handle having CPUs play online without desyncing even if they "learned". The easiest would be to use a CPU level that does not learn, or just use an AI that ignores learned things online. Second easiest would be to pick a player to "host" the AI and send it's input to everyone as if another player were playing on that Wii.
I don't believe or disbelieve that CPUs learn, I'm just curious on this point as a programmer, and am wondering if you've got any proof button input isn't stored. If you've got proof, then you're absolutely right, CPUs don't learn and I apologize for my long post. If you don't, then as a programmer I'll be forced to think through how such learning might be possible and not be convinced either way, and I'll still apologize for my long post.
In any case, good luck gangstakirby.
How do you know they don't store CPU inputs as well?CPUs don't learn.
Here's a simple proof:
Replays involving CPUs must show be the same when shown on any two wiis.
For a replay to be the same, the CPU must act the same
Replays don't store CPU inputs. They just run the stored human inputs through the AI and generate the CPU actions
If CPUs learned differently on different Wiis, replays would not be the same across Wiis.
If CPUs learned, they would learn differently on different Wiis.
.: CPUs don't learn.
That still doesn't explain how Captain Falcon can be made to spam Falcon Punch in specific ways. I can see how the "combos" are inconclusive, but the Falcon Punch behavior is mostly irrelavent to other player's actions (like DI), and would make no sense to program into Captain Falcon AI initially.how do you know that you're just not setting up situations that the cpu will act on differently that before? Perhaps your CPU does setups like you now because you're starting to DI better, and you started doing those setups in the first place because your opponents DI'd better than what you were used to.
You might want to change the thread title and OP to reflect that.cpus in brawl were made to learn END of story so scotu and all those arguing otherwise SHUT THE F U C K UP this is not a thread to question wether they do or not. it is a thread for collecting frame data so if theres no frame data or videos concerning frame data then please do not bother posting
Frame data? I'm fairly sure that exists...It seems rather important to know if something exists or not if you plan on collecting data on it.
Frame Data is the data "you plan on collecting". CPU learning is what you're collecting data on.Frame data? I'm fairly sure that exists...
Not according to the edited OP?Frame Data is the data "you plan on collecting". CPU learning is what you're collecting data on.
The whole point of the code was to collect frame data, I'm not sure how realizing this "breathes new life into its uses."THIS IS NOW THE PERFECT FRAME DATA COLLECTION THREAD!!!!
this debug pause code can be used to play the game frame by frame however replays never turn out so my original goal has failed BUT the fact that this code can be used for frame data collection has breathed new life into its uses becuase this can be used to further the study of brawl and discover timing for techs/hitboxes. "
busy with other stuff i cant find and post data i got alot to deal with also this post is unecessary/advertisment please refrain from that kind of postingOh no I am too slow. ;_; I started making a Frame List for every character the day the Debug Code was released, but school got in the way and I still haven't finished. T__T
I suppose I will continue and release my full list anyway when it is complete! e_e
Edit: ... Or maybe I have completely missed the point of this thread? *goes back to read*
Edit Edit: So yeah. Apparently this guy doesn't even know what he's doing... When I get home from school I'm going to post a new thread with the data I've currently collected. Yes I know frame data has existed for a while, but I'm not entirely sure that it is accurate. I've relayed some data back to the Brawl+ IRC and for certain moves, people were suprised to find out that some moves were actually faster or slower than previously believed.