@Dantarion
Sweet. Thanks for the heads-up. I’ll look there first and see if it’s something I can understand :slight_smile:

http://pandora.dantarion.com/dumps/RYU.bac.html
Getting there.
I know a lot of stuff is known already from AE and not labeled, but I wrote my parser from scratch because of the file differences.
I am gonna clean up the output soon enough :smiley:

@Dantarion
Great work, man. The site is looking nice, too.

I’m sending my console off to get RGHed today, so I should be able to pitch in on testing and so forth in a week or so. Are you working in IRC again or just posting updates to Twitter?

Both! Grrr I need a hacked console.
I am doing all of this stuff basically using…INTUITION!

Finally figured out how to go from the numbers in the files to exact frame info!
So far all of the startup, active, recovery times match the guide!

:open_mouth:

That’s a BFD, dude! I didn’t even realize any official frame data had been published. I guess you’ve still got the scoop on all of the DLC characters, at the very least. I think a lot of people are going to be very happy to hear the news.

@hunterk
Nice, thank you, I’ll prepare for real a bunch of trials for each caracters, structure them and test my ideas to be sure nothing is impossible =)

juggle potantal and frame data for chained attacks are not in the guide and would be nice to know

IMHO hitbox range/pushback distance are equally important but none of the guides were good at. If these are formulated it would be a natural progression to a combo explorer program which auto generate combos and tells difficulty, total damage, meter usage, restrictions etc.

so trying to figure out how to read that frame data
Script Type = 1 seems to be like the speed info from Ono!
Script Type = 2 seems to be startup, not sure why it would need to list this
Script Type = 4 seems to be cancel frames
Script Type = 7 seems to be the hit boxes. Not sure what anything means

edit: so for juggle sf4 had the following
The maximum jp the opponent can have for the move to hit
flag that resets juggle like for fei or sims super, tags are proably going to have somthing like this
amount of jp the move causes if you start a combo with it, six numbers total for counterhit, stand, crouching, air
amount of jp the move causes if you juggle into it
there was another number, If I remember right I think it was the minimum jp that would result or somthing

alright so looking at what the script 7 hitbox stuff means
the top row is the block trigger, second row is the active frames
columns 5-8 are the attack and block dimensions like sf4
column 13 seems to be something for multihit moves
guessing column 14 is move proprieties.
column 18 looks like jp
just guessing 19 looks like the amount of jp the move adds
column 23 is the pointer to the hit data, damage, pushback, etc
haven’t played the game yet, these are just guesses

@nayte
Update on the CLG files: They’re pretty simple, structurally, but will likely be a tedious bitch to modify without any tools/scripts. The first section of the file appears to be an index that points (in hex numbers) to the start/end locations of the challenges themselves. The challenges are just a small series of moves that reference the CMN (common) action pool and the character-specific action pools. I haven’t figured out yet how the numbered actions correspond to a character’s moveset, but they’re just straight-up numbered, so I suspect it’s pretty simple. I just need to spend some time comparing the actual challenges with the CLG and the characters’ BAC files.

I think you mean BCM.

What we call “moves” are defined in the BCM file, and then scripts in the BAC file are run. I am pretty sure that the challenges are based on BCM file indexes.
There is a column in the BCM’s that is the same for both LP and chained LP, I think that is the one you are looking for

@hunterk
great ! There’s somewhere when you can set the ultra, and the opponent’s attitude : hiting, standing, jumping, … Maybe a bunch of settings that is not exploited in the current trials; Maybe we can charge another char than Dan !

@Dantarion
Ah, yes, I imagine you’re right. I always get the BCM/BAC files mixed up, since I know so little about them compared with you guys. :stuck_out_tongue:

@nayte
That’s true. I’ll keep an eye out for that sort of thing.

some new vids

Spoiler

[media=youtube]woacMI_PPLY[/media]
[media=youtube]yUjAJWDtMKY[/media]
[media=youtube]EwTcJMq2eF4[/media]
[media=youtube]oLy6TqlTPyw[/media]

@nayte
I think I know the flag that controls target state and most part of .clg file is understood, but like hunterk said handcrafting would be tedious and error prone. I’m considering a tool for this.

@hunterk
The numbers are hitboxdata id, so you were right about them in BAC:)

@waterine
Thank you, did you find what you can do with the target ? That’s great if we can make the target do specific action for specific combo (thinking about cody’s anti air combo hk.ruffian, ex.ruffian, ex criminal upper only when the initial hk.ruffian trades --> dan must neutral jump hp for exemple). A tool will be so cool !

noob question, but what are the .emz files in the resource/ui/trial_mode/trial_menu_chara/ dir ?

@Anotak
Great videos. I especially liked the Gouken levitation!

@Waterine
A tool would be awesome. Digging around in hex all day can be a real drag.

@nayte
I haven’t looked yet, but I would guess those are the words and possibly the symbols that get displayed. You can tell by opening them in the Asset Explorer.

@nayte
That emz is the portrait on level selection screen.

The TargetState is hardcoded to: standing, crouching, jumping, standingattacking, crouchingattacking. Can’t mix and match so jumpingattacking is not possible if that’s the trade you were referring to.

@all
Some data fields are very confusing to me, but I know far less than you guys:

Unknown1:
Int32.MAX for all vanilla cast.
0 for all SSF4 new characters except for Dudley.
1 for Dudley.

Unknown2:
0 for BLK,BLR,BSN,CNL,DDL,DSM,GUL,HKN,HDN,KEN,RYU,SGT,VEG,ZGF all levels and JRI only lv24.
1 for other character all levels and JRI lv1-lv23.

Unknown3:
0 for HWK lv9, JRI lv4, VEG lv18.
1 for all other levels.

Two character-specific ones. For modding I don’t believe we’ll ever need to change them.
Unknown4:
1 for BLR, 0 for everyone else.

Unknown5:
5 for SGT, 0 for everyone else.

I can try making a simple file->xml->file thing for you