That would be awesome. Learning these combos is driving me nuts
A wee update for you guys to let you know we’re working on getting the FT engine working for Ultra. We’ll be keeping you updated as we get things fixed but won’t be releasing an update until we have a stable build. With all the recent patches coming out it’s caused a delay or two so thank you for all the messages to help us out with errors!
Will it eventually work with Win 8.1 , too ?
I can’t confirm this as neither me or Lullius have Windows 8 or 8.1. Without decent error reports from 8.1 it’s too difficult to analyse, try and find out if there is a way to turn on that error description for future testing. We will try to help where we can with Windows 8, but we can’t support it if we don’t have it.
I have 8.1, and I will check for bugs when you release it.
I have windows 8.1 and I forked a branch and got it compiling in VS2013.
Unfortunately as far as I can tell when attempting to search for the memory pattern with the mask in the SF4 process it doesn’t get a match.
I don’t know if this is because of how 8.1 manages memory or if USF4 changed the memory layout, but when I debug the program after I load SF4 into the frame it never manages to find the segment it’s looking for.
Was there any resource on how that pattern and mask was developed? I can study it and let you know how it goes.
I hope it wasn’t something like dumping memory in training mode between frames and then doing a diff.

Xeolleth:
Haggy:
Will it eventually work with Win 8.1 , too ?
I can’t confirm this as neither me or Lullius have Windows 8 or 8.1. Without decent error reports from 8.1 it’s too difficult to analyse, try and find out if there is a way to turn on that error description for future testing. We will try to help where we can with Windows 8, but we can’t support it if we don’t have it.
I don’t know if this is because of how 8.1 manages memory or if USF4 changed the memory layout, but when I debug the program after I load SF4 into the frame it never manages to find the segment it’s looking for.
Was there any resource on how that pattern and mask was developed? I can study it and let you know how it goes.
I hope it wasn’t something like dumping memory in training mode between frames and then doing a diff.
The pattern mask was just made by finding a static memory region in the game that stays the same between sessions. Using that to then locate the correct space in memory.
Unfortunately it’s because of how USF4 manages memory has changed from Super, so we’re needing to fix it first.
I managed to find theses infos in the Action Center
[details=Spoiler]<?xml version=“1.0” encoding=“UTF-16”?>
<DATABASE>
<EXE NAME=“FrameTrapped.exe” FILTER=“CMI_FILTER_PRIVACY”>
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<MATCHING_FILE NAME=“Caliburn.Micro.dll” SIZE=“120832” SIZE_OF_IMAGE=“0x24000” CHECKSUM=“0xB5D2EC71” BIN_FILE_VERSION=“1.5.2.0” BIN_PRODUCT_VERSION=“1.5.2.0” PRODUCT_VERSION=“1.5.2” FILE_DESCRIPTION=“Caliburn Micro” COMPANY_NAME=“Blue Spire Consulting, Inc.” PRODUCT_NAME=“Caliburn.Micro” FILE_VERSION=“1.5.2” ORIGINAL_FILENAME=“Caliburn.Micro.dll” INTERNAL_NAME=“Caliburn.Micro.dll” LEGAL_COPYRIGHT=“Copyright © 2010” VERDATEHI=“0x0” VERDATELO=“0x0” VERFILEOS=“0x4” VERFILETYPE=“0x2” MODULE_TYPE=“WIN32” PE_CHECKSUM=“0x2B21E” LINKER_VERSION=“0x0” FROM_BIN_FILE_VERSION=“1.5.2.0” FROM_BIN_PRODUCT_VERSION=“1.5.2.0” UPTO_BIN_FILE_VERSION=“1.5.2.0” UPTO_BIN_PRODUCT_VERSION=“1.5.2.0” LINK_DATE=“06/19/2013 14:18:00” FROM_LINK_DATE=“06/19/2013 14:18:00” UPTO_LINK_DATE=“06/19/2013 14:18:00” VER_LANGUAGE=“Sprachneutral [0x0]” EXE_WRAPPER=“0x0” CRC_CHECKSUM=“0x2B14D4FA” />
<MATCHING_FILE NAME=“FrameTrapped.ComboTrainer.dll” SIZE=“55808” SIZE_OF_IMAGE=“0x14000” CHECKSUM=“0x5D8F8F6A” BIN_FILE_VERSION=“1.0.0.0” BIN_PRODUCT_VERSION=“1.0.0.0” PRODUCT_VERSION=“1.0.0.0” FILE_DESCRIPTION=“FrameTrapped.ComboTrainer” PRODUCT_NAME=“FrameTrapped.ComboTrainer” FILE_VERSION=“1.0.0.0” ORIGINAL_FILENAME=“FrameTrapped.ComboTrainer.dll” INTERNAL_NAME=“FrameTrapped.ComboTrainer.dll” LEGAL_COPYRIGHT=“Copyright © Tom Piddock 2014” VERDATEHI=“0x0” VERDATELO=“0x0” VERFILEOS=“0x4” VERFILETYPE=“0x2” MODULE_TYPE=“WIN32” PE_CHECKSUM=“0x0” LINKER_VERSION=“0x0” FROM_BIN_FILE_VERSION=“1.0.0.0” FROM_BIN_PRODUCT_VERSION=“1.0.0.0” UPTO_BIN_FILE_VERSION=“1.0.0.0” UPTO_BIN_PRODUCT_VERSION=“1.0.0.0” LINK_DATE=“07/01/2014 01:20:56” FROM_LINK_DATE=“07/01/2014 01:20:56” UPTO_LINK_DATE=“07/01/2014 01:20:56” VER_LANGUAGE=“Sprachneutral [0x0]” EXE_WRAPPER=“0x0” CRC_CHECKSUM=“0x88A6316B” />
<MATCHING_FILE NAME=“FrameTrapped.Common.dll” SIZE=“1600000” SIZE_OF_IMAGE=“0x18E000” CHECKSUM=“0x6255EEB9” BIN_FILE_VERSION=“1.0.0.0” BIN_PRODUCT_VERSION=“1.0.0.0” PRODUCT_VERSION=“1.0.0.0” FILE_DESCRIPTION=“FrameTrapped.Common” PRODUCT_NAME=“FrameTrapped.Common” FILE_VERSION=“1.0.0.0” ORIGINAL_FILENAME=“FrameTrapped.Common.dll” INTERNAL_NAME=“FrameTrapped.Common.dll” LEGAL_COPYRIGHT=“Copyright © Tom Piddock 2014” VERDATEHI=“0x0” VERDATELO=“0x0” VERFILEOS=“0x4” VERFILETYPE=“0x2” MODULE_TYPE=“WIN32” PE_CHECKSUM=“0x0” LINKER_VERSION=“0x0” FROM_BIN_FILE_VERSION=“1.0.0.0” FROM_BIN_PRODUCT_VERSION=“1.0.0.0” UPTO_BIN_FILE_VERSION=“1.0.0.0” UPTO_BIN_PRODUCT_VERSION=“1.0.0.0” LINK_DATE=“07/01/2014 01:20:56” FROM_LINK_DATE=“07/01/2014 01:20:56” UPTO_LINK_DATE=“07/01/2014 01:20:56” VER_LANGUAGE=“Sprachneutral [0x0]” EXE_WRAPPER=“0x0” CRC_CHECKSUM=“0x24633578” />
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<MATCHING_FILE NAME=“FrameTrapped.Home.dll” SIZE=“316416” SIZE_OF_IMAGE=“0x54000” CHECKSUM=“0x1CC91F42” BIN_FILE_VERSION=“1.0.0.0” BIN_PRODUCT_VERSION=“1.0.0.0” PRODUCT_VERSION=“1.0.0.0” FILE_DESCRIPTION=“FrameTrapped.Home” PRODUCT_NAME=“FrameTrapped.Home” FILE_VERSION=“1.0.0.0” ORIGINAL_FILENAME=“FrameTrapped.Home.dll” INTERNAL_NAME=“FrameTrapped.Home.dll” LEGAL_COPYRIGHT=“Copyright © Tom Piddock 2014” VERDATEHI=“0x0” VERDATELO=“0x0” VERFILEOS=“0x4” VERFILETYPE=“0x2” MODULE_TYPE=“WIN32” PE_CHECKSUM=“0x0” LINKER_VERSION=“0x0” FROM_BIN_FILE_VERSION=“1.0.0.0” FROM_BIN_PRODUCT_VERSION=“1.0.0.0” UPTO_BIN_FILE_VERSION=“1.0.0.0” UPTO_BIN_PRODUCT_VERSION=“1.0.0.0” LINK_DATE=“07/01/2014 01:25:18” FROM_LINK_DATE=“07/01/2014 01:25:18” UPTO_LINK_DATE=“07/01/2014 01:25:18” VER_LANGUAGE=“Sprachneutral [0x0]” EXE_WRAPPER=“0x0” CRC_CHECKSUM=“0x3DABF9EA” />
<MATCHING_FILE NAME=“FrameTrapped.Input.dll” SIZE=“37376” SIZE_OF_IMAGE=“0x10000” CHECKSUM=“0x4863AB65” BIN_FILE_VERSION=“1.0.0.0” BIN_PRODUCT_VERSION=“1.0.0.0” PRODUCT_VERSION=“1.0.0.0” FILE_DESCRIPTION=“FrameTrapped.Input” PRODUCT_NAME=“FrameTrapped.Input” FILE_VERSION=“1.0.0.0” ORIGINAL_FILENAME=“FrameTrapped.Input.dll” INTERNAL_NAME=“FrameTrapped.Input.dll” LEGAL_COPYRIGHT=“Copyright © Tom Piddock 2014” VERDATEHI=“0x0” VERDATELO=“0x0” VERFILEOS=“0x4” VERFILETYPE=“0x2” MODULE_TYPE=“WIN32” PE_CHECKSUM=“0x0” LINKER_VERSION=“0x0” FROM_BIN_FILE_VERSION=“1.0.0.0” FROM_BIN_PRODUCT_VERSION=“1.0.0.0” UPTO_BIN_FILE_VERSION=“1.0.0.0” UPTO_BIN_PRODUCT_VERSION=“1.0.0.0” LINK_DATE=“07/01/2014 01:20:56” FROM_LINK_DATE=“07/01/2014 01:20:56” UPTO_LINK_DATE=“07/01/2014 01:20:56” VER_LANGUAGE=“Sprachneutral [0x0]” EXE_WRAPPER=“0x0” CRC_CHECKSUM=“0xC6467865” />
<MATCHING_FILE NAME=“FrameTrapped.Options.dll” SIZE=“10752” SIZE_OF_IMAGE=“0xA000” CHECKSUM=“0x7D32DB22” BIN_FILE_VERSION=“1.0.0.0” BIN_PRODUCT_VERSION=“1.0.0.0” PRODUCT_VERSION=“1.0.0.0” FILE_DESCRIPTION=“FrameTrapped.Options” PRODUCT_NAME=“FrameTrapped.Options” FILE_VERSION=“1.0.0.0” ORIGINAL_FILENAME=“FrameTrapped.Options.dll” INTERNAL_NAME=“FrameTrapped.Options.dll” LEGAL_COPYRIGHT=“Copyright © 2014” VERDATEHI=“0x0” VERDATELO=“0x0” VERFILEOS=“0x4” VERFILETYPE=“0x2” MODULE_TYPE=“WIN32” PE_CHECKSUM=“0x0” LINKER_VERSION=“0x0” FROM_BIN_FILE_VERSION=“1.0.0.0” FROM_BIN_PRODUCT_VERSION=“1.0.0.0” UPTO_BIN_FILE_VERSION=“1.0.0.0” UPTO_BIN_PRODUCT_VERSION=“1.0.0.0” LINK_DATE=“07/01/2014 00:41:32” FROM_LINK_DATE=“07/01/2014 00:41:32” UPTO_LINK_DATE=“07/01/2014 00:41:32” VER_LANGUAGE=“Sprachneutral [0x0]” EXE_WRAPPER=“0x0” CRC_CHECKSUM=“0x5055900D” />
<MATCHING_FILE NAME=“FrameTrapped.StreetFighterLibrary.dll” SIZE=“3940864” SIZE_OF_IMAGE=“0x3C8000” CHECKSUM=“0x94CEE2F4” BIN_FILE_VERSION=“1.0.0.0” BIN_PRODUCT_VERSION=“1.0.0.0” PRODUCT_VERSION=“1.0.0.0” FILE_DESCRIPTION=“FrameTrapped.StreetFighterLibrary” PRODUCT_NAME=“FrameTrapped.StreetFighterLibrary” FILE_VERSION=“1.0.0.0” ORIGINAL_FILENAME=“FrameTrapped.StreetFighterLibrary.dll” INTERNAL_NAME=“FrameTrapped.StreetFighterLibrary.dll” LEGAL_COPYRIGHT=“Copyright © Tom Piddock 2014” VERDATEHI=“0x0” VERDATELO=“0x0” VERFILEOS=“0x4” VERFILETYPE=“0x2” MODULE_TYPE=“WIN32” PE_CHECKSUM=“0x0” LINKER_VERSION=“0x0” FROM_BIN_FILE_VERSION=“1.0.0.0” FROM_BIN_PRODUCT_VERSION=“1.0.0.0” UPTO_BIN_FILE_VERSION=“1.0.0.0” UPTO_BIN_PRODUCT_VERSION=“1.0.0.0” LINK_DATE=“07/01/2014 01:20:57” FROM_LINK_DATE=“07/01/2014 01:20:57” UPTO_LINK_DATE=“07/01/2014 01:20:57” VER_LANGUAGE=“Sprachneutral [0x0]” EXE_WRAPPER=“0x0” CRC_CHECKSUM=“0xA671D437” />
<MATCHING_FILE NAME=“InputSimulator.dll” SIZE=“14336” SIZE_OF_IMAGE=“0xA000” CHECKSUM=“0x8205D5C8” BIN_FILE_VERSION=“0.1.0.0” BIN_PRODUCT_VERSION=“0.1.0.0” PRODUCT_VERSION=“0.1.0.0” FILE_DESCRIPTION=“InputSimulator” COMPANY_NAME=“michaelnoonan” PRODUCT_NAME=“InputSimulator” FILE_VERSION=“0.1.0.0” ORIGINAL_FILENAME=“InputSimulator.dll” INTERNAL_NAME=“InputSimulator.dll” LEGAL_COPYRIGHT=“Copyright © michaelnoonan 2009” VERDATEHI=“0x0” VERDATELO=“0x0” VERFILEOS=“0x4” VERFILETYPE=“0x2” MODULE_TYPE=“WIN32” PE_CHECKSUM=“0x0” LINKER_VERSION=“0x0” FROM_BIN_FILE_VERSION=“0.1.0.0” FROM_BIN_PRODUCT_VERSION=“0.1.0.0” UPTO_BIN_FILE_VERSION=“0.1.0.0” UPTO_BIN_PRODUCT_VERSION=“0.1.0.0” LINK_DATE=“01/02/2014 21:19:25” FROM_LINK_DATE=“01/02/2014 21:19:25” UPTO_LINK_DATE=“01/02/2014 21:19:25” VER_LANGUAGE=“Sprachneutral [0x0]” EXE_WRAPPER=“0x0” CRC_CHECKSUM=“0xCA1FACEA” />
<MATCHING_FILE NAME=“MahApps.Metro.dll” SIZE=“779776” SIZE_OF_IMAGE=“0xC4000” CHECKSUM=“0x720F67F4” BIN_FILE_VERSION=“0.13.1.0” BIN_PRODUCT_VERSION=“0.13.1.0” PRODUCT_VERSION=“0.13.1.0” FILE_DESCRIPTION=“MahApps.Metro” FILE_VERSION=“0.13.1.0” ORIGINAL_FILENAME=“MahApps.Metro.dll” INTERNAL_NAME=“MahApps.Metro.dll” LEGAL_COPYRIGHT=“Copyright © MahApps.Metro 2014” VERDATEHI=“0x0” VERDATELO=“0x0” VERFILEOS=“0x4” VERFILETYPE=“0x2” MODULE_TYPE=“WIN32” PE_CHECKSUM=“0xC17FC” LINKER_VERSION=“0x0” FROM_BIN_FILE_VERSION=“0.13.1.0” FROM_BIN_PRODUCT_VERSION=“0.13.1.0” UPTO_BIN_FILE_VERSION=“0.13.1.0” UPTO_BIN_PRODUCT_VERSION=“0.13.1.0” LINK_DATE=“04/11/2014 13:19:12” FROM_LINK_DATE=“04/11/2014 13:19:12” UPTO_LINK_DATE=“04/11/2014 13:19:12” VER_LANGUAGE=“Sprachneutral [0x0]” EXE_WRAPPER=“0x0” CRC_CHECKSUM=“0xCAE8AD2C” />
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<EXE NAME=“KERNELBASE.dll” FILTER=“CMI_FILTER_THISFILEONLY”>
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</EXE>
<EXE NAME=“kernel32.dll” FILTER=“CMI_FILTER_THISFILEONLY”>
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[/details]
Basically these four files were available. Do you need any of them ?
WERInternalMetadata.xml
AppCompat.txt
memory.hdmp
triagedump.dmp
(I posted AppCompat.txt in the spoiler)
Hmm, your AppCompat doesn’t seem to show any errors, WERInternalMetadata would be useful as that shows the error data from internal errors in crashes, it’s the stuff that’s usually displayed on the error messages produced by windows. Email it to me at tpiddock@gmail.com
Ow, I forgot. These are files when I tried to start FT together with Ultra SFIV. Steam already upgraded it. I guess this won’t help you then, right ?
That’s right, but don’t worry, we’re getting there!
Fingers crossed Sounds great

RailsRoyale:
Xeolleth:
Haggy:
Will it eventually work with Win 8.1 , too ?
I can’t confirm this as neither me or Lullius have Windows 8 or 8.1. Without decent error reports from 8.1 it’s too difficult to analyse, try and find out if there is a way to turn on that error description for future testing. We will try to help where we can with Windows 8, but we can’t support it if we don’t have it.
I don’t know if this is because of how 8.1 manages memory or if USF4 changed the memory layout, but when I debug the program after I load SF4 into the frame it never manages to find the segment it’s looking for.
Was there any resource on how that pattern and mask was developed? I can study it and let you know how it goes.
I hope it wasn’t something like dumping memory in training mode between frames and then doing a diff.The pattern mask was just made by finding a static memory region in the game that stays the same between sessions. Using that to then locate the correct space in memory.
Unfortunately it’s because of how USF4 manages memory has changed from Super, so we’re needing to fix it first.
I actually failed to mention that it couldn’t find the memory segment before the Ultra update. I didn’t debug it to confirm before the update, but it threw the same error (Frame-Trapped’s no input for 3 seconds error) on both SSF4 and USF4.
That will be due to Steam getting patched before Ultra with Capcom’s attempt to “test” their new game…
Apologies for the slow updates. My professional work has had to take priority over the last few weeks so I’ve been working late nights with @lullius whenever I could to keep things rolling with FT.
Matt “Sciar” Rathbun has been awesome enough to work with me on reviewing the pre-release beta of FT3 while we work out some kinks. Take a look at how far we’ve come:
Awesome, can’t wait. sadly I couldn’t get skype working so I guess I’ll kind of HAVE to

Awesome, can’t wait. sadly I couldn’t get skype working so I guess I’ll kind of HAVE to
Aw man, what went wrong?! If you’ve got gmail or a Google account, I could show you via Hangouts?
Fingers crossed for FT3. So looking forward to it
Does this work for USF4 on Steam?

Does this work for USF4 on Steam?
Yes, we’re only supporting the Steam version.