viernes, 18 de noviembre de 2016

Street Fighter II' CE Drilo's Training Patch (English)

translated by Superronin


To better understand the enormous wealth featuring Street Fighter II 'Champion Edition, i have decided to dedicate myself to the development of a program that can reveal some hidden logic of the game. The program runs in parallel with the emulator MAME and has access to the memory of the emulated board.


Dizzy System (stunning)

 Each player has a dizzy indicator, as soon as dizzy exceeds the value 30, the player will be stunned. When a player is hit the stun indicator will increase in value, simultaneously a timer will start counting down. If the timer reaches zero then the stun indicator will be reset.
Guile connects with a kick, the indicator increases by 14. after 76 frames the indicator will return to zero if no other hit is registered.  

Hitboxes 

Interactions are governed by different boxes , the following legend explains what those boxes correspond to. hurt boxes( yellow), hit boxes (Red), throw hitbox (green), throw hurtbox (grey). this code was developed by Dammit.
Ryu goes over the sonic boom unscathed. Ryu's hurt box (yellow) is not intersecting with the the projectile's hit box (red).

Charge Moves

Street fighter 2 champion edition has subcategory of special moves known as charge moves. Charge moves require the player to hold the direction back or down back from the opponent for specific number of frames to attain the charge necessary to execute the special move. a functionality has been added to aid players to see the frames needed to charge those moves, the frame display counts down as you start charging for the special move.
The zero indicates that Bison has managed to charge his Pycho Crusher, however he still needs 10 frames to charge his Scissor Kick.


Early Escape

A category of normal throws known as "holds" give the opportunity for the player getting thrown to escape earlier. the early escape can be achieved by entering inputs via the 6 buttons and the directional buttons. a functionality has been added to indicate the exact number of inputs need to escape these throws. each normal button is equivalent to one input and a reverse in the directional buttons is equivalent to 3 inputs.
Ryu is caught by Balrog, the number 41 expresses the amount of inputs that Ryu must generate to achieve early escape.

Practice

Certain features have been added in order to facilitate the process of training, infinite time for the round and infinite life for the dummy (player 2) ensures that you training session is not interrupted by the round ending or the dummy (player 2) dying. also other features such as making the dummy (player 2) jump, block everything, combo block (getting hit by the first input then blocking anything after that) which allows you the opportunity to practice and test for combos, and attack1 (makes player 2 sweep) have been added.

Player 2 is set to combo block, ideal for practicing combos.


Menu

All of the above functions can be accessed by pressing T on the keyboard while running the patch, as reminder these functions can be controlled via player 1, with player 2 being the dummy.
I can see chun li thong 



"there is no glory in practice, but without practice there is no glory"

domingo, 9 de octubre de 2016

Street Fighter II' CE Drilo's Training Patch

Para comprender mejor la enorme riqueza que ofrece Street Fighter II' Champion Edition decidí dedicarme a pleno al desarrollo de un programa que pueda revelar cierta lógica oculta del juego. Para esto, el programa se ejecuta en paralelo con el juego desde el emulador MAME y accede a la memoria de la placa emulada. 


Sistema Dizzy (aturdimiento)

 Cada jugador tiene un acumulador que cuando supera el valor 30 provoca el aturdimiento del mismo.  Cuando un jugador es golpeado se incrementa su acumulador según la intensidad del golpe y a la vez se activa un temporizador que decrece automáticamente; cuando el temporizador llega a cero el acumulador vuelve a cero.
Guile conecta una patada, como resultado sube el acumulador Dizzy de ken a 14.  El temporizador indica que en 76 frames el acumulador volverá a cero. 

Hitboxes (sitema de colisiones)

 Las colisiones son gobernadas por cuadrantes que indican los verdaderos  espacios de vulnerabilidad, ataque y agarre.
*esta funcionalidad fue desarrollada por dammit. 
Ryu logra atravesar un sonic boom ileso. su cuadrante de vulnerabilidad (amarillo) no es interceptado por el cuadrante de ataque (rojo) del proyectil.


Movimientos Especiales 

 Los movimientos especiales de carga requieren mover la palanca en una dirección y esperar una cantidad específica de frames. 
El cero indica que Bison ha logrado cargar su Pycho Crusher, sin embargo le faltan 10  frames para cargar su Scissor Kick.


Tech Escape

 Un luchador puede escapar de una llave con retención generando un número específico de inputs.  Cada botón de golpe equivale a  un input, cambiar un eje de la palanca ida y vuelta corresponden a 3 inputs.   
Ryu es atrapado por Balrog, el número 41 expresa la cantidad de inputs que Ryu deberá generar  para librarse por si mismo.

Entrenamiento

 Para facilitar la práctica se añadieron funciones como tiempo infinito y energía infinita en el player 2. También se incorporó una rutina que controla al jugador 2 automatizando saltos bloqueos y otras funcionalidades.  

El jugador 2 reacciona con un bloqueo automático, ideal para practicar combos.


Menú

 Desde el menú se puede acceder a las funciones que ofrece el parche.  responde a los controles del jugador 1. 
A Chun  se le ve la tanga.




"A thorn bush is no place for a phoenix"