FullPunish v1.0

Updated the Google drive folder.
Now the Okizeme_trainer_1.0 zip contains 4 exe files. Wide interface for 32 and 64 bits, Tall interface for 32 and 64 bits.

Hey man, great work!

I haven’t had the chance to test it out yet but I have a quick question before I do. If you already use a keyboard to play, will this still work? From what I understand you use the keyboard to emulate the dummy inputs and assume P1 is using a stick.

Do you mean you get it working well for Setup 1, you’re able to change this trigger at will between any button on your stick ?
But for the Setup 2 only back button works ? Meaning even if you try to use the Button you used for the Setup 1 ??

If so It’s probably not a problem I can solve … I would need to understand how this is even possible.

Yep that’s it.
No idea for the single keyboard setup. Maybe with a special keyboard that can accept multiple keys at the same times.
But you better try to get a spare usb keyboard I think.

Thank you for this.

PS: The wide version looks way better for some reason. xD

So I’m running into the same problem as Akka/Tekei.

[details=Spoiler]AHK_Stick_test gives me the following.
****- The LB button is “5”

  • The LT button is “9”
  • The Back button is “7”****
    It doesn’t matter how I fill in the boxes in the “Custom” tab of SSFIV_Okizeme_Trainer1.0.exe. It still uses LB and Back for the triggers. And yes, I am pressing Save/Activate before testing.[/details]

It seems as though despite the ability to change button assignments in the custom tab for the Home and S1/S2 triggers, the actual buttons are already hard-coded into the program itself; meaning S1/S2 will always be “joy5/joy7” and Home is “joy13” (or whatever the original button assignment was) whether you change them or not.

Also trainer doesn’t react to the MotioninJoy drivers; but that is easily remedied if you check and enable “Xbox 360 Controller Emulation” (just check the game controller panel if it says Xbox 360 controller and not MotioninJoy).

Shabrout this is amazing, you’re incredible, this is the best.

Works perfect! Thanks man. After seeing your old site removed, I was worried I would never see this kind of thing again, but then you make this awesome program!

Great job my friend, you really came through on this one!
I wish I had this back when I was making my Akuma Guide, lol. Bravo, sir!

No idea what Motionjoy or any other software have to do with it.
If AHK_Stick_Test can see and show your stick data, my app can too. It’s the same language, same application.
http://img4.hostingpics.net/pics/757664Sticktest.png
But, a joystick is usually named NAME(#N) with : NAME a random name, and N the number reference (First line shown by AHK_Stick_test).
a Joystick button is called NjoyY, N the Joystick number above, and Y the button number.
But for mutli compatibility purpose I used the short naming way. Witch is joyX only avoiding the N and so supposed to reference any Stick plugged in (as far as its the only Stick plugged in).
Side note : no one have trouble with the direction trigger ? only with the button ? The trigger function is correctly listening to the forward or backward direction you set in your trigger ?
And the AHK_Stick_Test “POV-XXXX” (see picture, 2nd line) is reacting to the stick directions ?

So for now keep on giving feed backs, make sure you only use a single joystick plugged in for the tests, I’ll work on a way to make this trigger customization easier, hopefully something like the fields auto editing by just pushing the wanted Stick button. But give me some time :slight_smile:

No worry I’m serious and wont give up that easy :slight_smile:
When we’ll find the solution for these Stick buttons detection I’m gona jump right into the next step and add Whiff punish and anti air training.

If it helps AHK can see my inputs, except in 360-mode in doesn’t register the two bottom right buttons as “JoyX”, nothing shows except the numbers above change abit, so it DOES register the input, it just doesn’t show the “JoyX”. In PS3 mode all buttons work fine, but triggers still don’t work. :frowning:

**To all keyboard and gamePad users :

Sorry you can’t use this app right now. The triggers direction are only detected on Stick devices. Thus making triggering setups not responding with a keyboard or Pad. I made this app for Stick users only, but working on a version with full controls setting customization for Pad / Stick / Keyboard. But I’m pushing the limits of my knowledge already so, be patient. or get a Stick :slight_smile: **

The successive number on line 2 and before the POV-XXXX aren’t really helpful. Or maybe they could be used in place of the button numbers, but no idea how right now. So if there’s a config when you have all working as intended with POV-XXXX and Button: Num okay. Keep it like that.

Do you ?

Thank you based Shabrout.

I’m aware pad (and to an even bigger extent keyboard) users are a minority, so this is hardly a priority, but if you can fix it up that would be awesome.

(And to answer your previous question, I’m playing on a laptop, with no pad or stick… poverty gaming, etc)

Glad you just posted that because I was totally about flip the table as it wasnt working on my pad.
I’m using a Dual Modded PSOne Pad on my PC and would love to be able to use this!

merci pour le super soft shabrout

j’ai just un petit problem j’arrive a trigger les actions que je veut mais le timing est faux, genre je chope ryu en ayant choisis garde avant ou garde crossup, je fait chope+trigger et j’esseye de cross up mais il ne block pas, il block tres en retard plusieure frames apres que j’ai sauté, je me suis tromper quelque part ?

Yes, in PS3-mode the config looks fine with both stick and buttons. But when I press forward+LP+LK+Trigger 1 (joy5) or back+Trigger 2 (joy7) nothing happens, not in game, not in notepad. I’ve tried both my dualmodded stick now and my HRAP3. AHK finds all my buttons and stick movements but script just dont activate. :frowning: I’ve tried running as administrator, turning UAC off, turning everyting off etc. Maybe it conflicts with my gaming keyboard? I have a Logitech G110. And MMO-gaming mouse too, but it should work anyway, right?

Is it possible that the reason it doesn’t work on keyboards is an overlap in control schemes? For instance, your scheme for AHK is this, in QWERTY:

WASD (UDLR), and then the buttons on the right.

Is it possible that other keyboard users are using the same control scheme as AHK, thus it’s listening for too many button presses at once? Like, if someone hits A+Throw for a throw Oki setup, it can’t emulate A itself because A is already in use?

Here’s something I would try, just to be on the safe side: remap the AHK buttons to the top row. 1-4 = directions, and 5-0 = move inputs. See if that clears it up.

Not saying it will, I’m a layman in this sort of thing, but worth trying that and being risk being wrong, then go through a headache of troubleshooting steps tougher than this with this possibly being a solution.

I see you are planning to release another version of this program for anti air, reactions and footsies. This sounds awesome. It already worked nice in the previous version of your “program”. You can do so much with this program.

Having it inside a program instead of all the different text files as you previously had is so much easier, but probably more work for you to create.

I would like to see the footsie training back again, where a certain character moves forward and backward randomly and sticks out pokes, and when you whiff punish, but are too late they sweep you when you are to late.

Also the one with Ryu where he does the forward throw, backdash and then the 50/50 fierce punch/crossup tatsu was great, but taking a look inside the script it takes a long time to make just one of those setups, there are probably too many to create, but he… you are serious :slight_smile:

The Bison corner pressure one was also nice, but could be better.

Also really like the one where ryu does the footsie one, but at random times just in on you. Training you both to play footsies and to have decent anti air reactions. This all can probably be combined with the current
features this version of the trainer already has.

I will donate you some money for sure. Great work :slight_smile: And looking forward to see the new version of your program :slight_smile: