Great work!
Question: Can I remap the dummy buttons somehow for p2 to some other buttons on the keyboard?
Great work!
Question: Can I remap the dummy buttons somehow for p2 to some other buttons on the keyboard?
No, sorry. Not yet at least. I’ll see if I can add it if I make another version.
Hey lullius, how does this app work? Does it read the memory to see of the character is knocked down and then perform a specified input when it leaves that state? If so, is it possible to do the same for when they come out of block stun (i.e during or right after a block string)?
Yes, that’s exactly how it works, and yes, that is possible. Even though it’s how it works, it’s a little difficult because the charge chars need to begin charging before they’re knocked down to do their reversal. So they begin charging immediately once they know their x position, even if the dummy is in the air (but in a knocked down state). When the state is “0” they do the move.
It would be easy to do a move once they come out of blockstun, or maybe not easy, but less hard, but I need to make every move compatible with every knockdown. That’s the hard part.
Oh yea I didnt think about the charge moves. Though it’s probably more “authentic” after a knockdown or a blocked focus attack/dive-kick, etc giving enough time to charge.
Just wondering cause programming really intrigues me…performing a specified input when the state changes obviously the most universal way to do it. Is it possible to programatically/directly call a characters’s move script? There’s probably too many moves to account for doing that way but I’m just wondering if that type of thing is possible.
Is the download site down?
I’m having some trouble with my setup. Slitherware.com will be down for a few days. Sorry about that.
Yes, that would probably be possible. The bots in the game does it like that. If you enable input display for a bot, you can see that it doesn’t actually input anything. The move is just triggered without any input at all.
I haven’t looked into the possibility of performing moves that way though, so I don’t know exactly how you would do it. There is a value in memory which changes when a player does something, or changes state. Each move and state has it’s own value. This is what SF4ST uses to determine what is actually happening. SF4ST is only reading the value, and I don’t know what would happen if you were to write to it. I’ll try it when I get the chance, but unfortunately I don’t think it’ll be that easy. It could make programming SF4ST easier if it did, though.
This is awesome ! But is it possible to add a Quick stand option for the soft knockdowns ? and the hold buttons specials, like Cody’s zonk ?
I can’t do that. If I make a quick stand function, it would only work with the non-charge characters. Sorry. I can probably do the zonk though. My time lately has gone to the SF4 Camera Man tool, and I need some time before I can add features to SF4 Setup Trainer. Hope you understand.
Amazing! Is it possible to set dummy to crouch tech (fast or delayed) during a blockstring?
There any way to make it so the program can be used the first frame the character is able to perform the said action?
I think it’d be easier this way, because then it could be used with hitstun,block stun, landing from a jump, landing from being air reset, tons of stuff, and it could be used to improve timing on everything and truly become the greatest training tool, even though it’s probably on its way to being that now.
And another improvement suggestion, for charge characters, you should set it to only reversal if it has enough charge, that’d make sense, and it’d allow players to test out whether it’s possible for certain setups to be reversaled since charge is an important factor as well
I don’t know of a way to do that because you need to know in advance when to start inputting the motions. Even if the program knows that hitstun/blockstun is over, it’s already too late to input anything because the motions takes time (frames) to input, and therefore you would never get a reversal. Also, there are far too many different situations to program the timing manually for every one of them.
You are right about that, I’ve never thought of it that way before. Getting the charge characters to reversal was one of the things that made me not even consider making a quickstand function. That, and it would probably be twice as much work getting every quickstand timing down as well as the regular timing…
Thank you, but unfortunately SF4ST can’t do that.
great work
this program is extremely easy to use
I forgot how to delete comments… at first I was having a problem with the new trainer version where It wouldn’t open when I double clicked on it. Now im going to try out the old trainer
absolutely fantastic, work as a charm, thanks lullius !
is it possible to add " jump forward " as a wake option if its not too complicated ? i want to train anti airing while randomizing with the other wake up options
can someone point me towards an entry level gui creator? or similar? i have a game concept, storyboarded, graphic design skills, but no HTML or flash etc…and def no code background…mmmm but I wanna get it as far as I can before I have to reach out and hire help
Hmm, perhaps Unity might work for you:
There’s a few videos (and tutorials) of Unity created games on Youtube to give you an idea of what it is capable of.
sweeeeeeet …
oh btw gouken misses you gamogo lol
edit:great suggestion…since I’m over my head in that department I will be looking at the community bb and contract some stuff out…
thrilled!
thanks gamogo
wow, this is amazing. i wish it worked with consoles