Melty Bread Forums
Misaki Town Bakery => Melty Blood Auditorium => : mauve October 09, 2009, 04:40:29 PM
When's Melty on Steam?
ahaha that's no--wait, what?
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FrameDisplay v2.0 (http://mauve.sandwich.net/misc/framedisplaymbaa.zip)
FrameDisplay v2.0 Source Code (http://mauve.sandwich.net/misc/framedisplaymbaasrc.zip) - built with mingw32 crosscompiler
FrameDisplay v2.1 development build (http://mauve.sandwich.net/misc/framedisplay.zip) (src) (http://mauve.sandwich.net/misc/framedisplaysrc.zip) (supports additional games, no other fixes/updates)
- Supports MBAA, either directly opening the .iso file or from the mepRofs.cvm file from the dvd.
- Can view all playable characters, plus effect data.
- Can view both console and arcade information.
- Can save sprites to png.
- Can create 'clones' that let you view multiple frames simultaneously.
- Completely rewritten. New Windows menus. No more SDL. More extendable, built to handle multiple games once I get around to writing the drivers.
There's more coming; Still needs some work on the display front, and the Windows GUI still needs work.(Maybe a Japanese translation too.) But I need a break for a few days. Been working on this for a couple weeks now.
Note to would-be hackers: The .cvm file index is encrypted and compressed. I did not break the format and I do not know how to read it directly.
Enjoy.
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Thanks as always mauve, fantastic work.
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:fap: :fap: :fap: :fap: :fap: :fap: :fap:
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This thing is HANDSOME
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I thought only veteru got all hot n bothered by frame data :psyduck:
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+HEAT
Just an observation, but I can view sprites from H and F Ryougi when I view C-Ryougi. I'm guessing this applies to all others.
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+HEAT
Just an observation, but I can view sprites from H and F Ryougi when I view C-Ryougi. I'm guessing this applies to all others.
The way it works is there's a base frame data file and then there's sub-files for the various moons.
So it's likely that not all sequences are overwritten when a specific moon is used, leaving lots of leftover data and stuff that's generic/common for later on in case they want to get rid of the moons in a future version.
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I'm having a problem, why is that when I open the MBAA iso or the .cvm file, nothing happens... it only shows a black screen??? can someone help? thanks!
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I'm having a problem, why is that when I open the MBAA iso or the .cvm file, nothing happens... it only shows a black screen??? can someone help? thanks!
It uses OpenGL, make sure that you don't have any video acceleration problems. You should at least see a gradient before you load the game.
Beyond that, I don't know.
Man, I guess I should give in and start using D3D or something. grumble grumble
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I see, ok, I'll try and figure it out, thanks
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+HEAT
I love you.
Also, what's the difference between Arcade characters and Console characters?
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+HEAT
I love you.
Also, what's the difference between Arcade characters and Console characters?
Different data.
Aside from that, fuck if I know.
I'm just a hacker, I don't play this stuff!
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+HEAT
I love you.
Also, what's the difference between Arcade characters and Console characters?
Different data.
Aside from that, fuck if I know.
I'm just a hacker, I don't play this stuff!
Alright, fair 'nuff :P Hopefully this'll get the mugentards off of our backs.
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Is it possible to make it so that when you choose View -> Animate it animates the sprite at the same speed you would see it in-game? Right now most animations happen so fast I can't really see how fast/slow the move really is in-game.
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Is it possible to make it so that when you choose View -> Animate it animates the sprite at the same speed you would see it in-game? Right now most animations happen so fast I can't really see how fast/slow the move really is in-game.
AFAIK, the rendering speed in FrameDisplay is the same as in-game. If it's too fast, either it's meant to be that way in-game or you're viewing junk data.
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Is it possible to make it so that when you choose View -> Animate it animates the sprite at the same speed you would see it in-game? Right now most animations happen so fast I can't really see how fast/slow the move really is in-game.
Uh.. It does. It takes the frame durations and renders to them at exactly 60 fps. Try turning off the boxes and see for yourself.
It's just that the boxes themselves move spastically because they're typical fighting game nonsense that doesn't match up with reality.
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Oh you're right. I was under the assumption that it would animate as fast as when you hold the "->" button. I'm on drugs >.>
Sorry about that.
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My palm has never hit my face so hard.
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derp
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Anyway, can you give me a DL link for OpenGL installer? thanks!
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dude
use the god damn internet already
you've been a leech since you ever stepped foot into this forum
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@Master Chibi.
As much of an ass that you were in that post, I find myself wholeheartedly agreeing with you.
@Azrel: Here, let me google that for you (http://lmgtfy.com/?q=OpenGL+installer).
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id rather be an ass then a leech, sorry~
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mauve you are my god, you know that?
/me reads source code
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Duhh, I already googled it, what am I stupid?! >:(
but when I DL some of them, they nothing but .bin files and can't be opened :(
while some sites are just being Shit like the garbage they are uploading viruses!
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Duhh, I already googled it, what am I stupid?! >:(
but when I DL some of them, they nothing but .bin files and can't be opened :(
while some sites are just being Shit like the garbage they are uploading viruses!
Well, the third link in the google search (http://www.videotutorialsrock.com/opengl_tutorial/get_opengl_setup_windows/text.php) seems to be pretty leech-proof and ridiculously easy to understand, so...
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Oh Mauve, you've made me the happiest girl in the world. :fap:
Shit's amazing. Mad props for another great ap.
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Nice work! thanks for the release
Hope to see more progress in this.
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Awesome, thanks mauve.
:teach:
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Interesting tidbit: AT:E retains the cross-counter punch sprites that Arc shared with Ciel in the original MB.
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Oh wow. But normal Arc lacks 'em?
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Oh shit, I didn't even realize you'd already posted this up Mauve. It's looking real fresh. Even if you say your manliness is low tier, your hacking skill is BUFF.
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Oh shit, I didn't even realize you'd already posted this up Mauve. It's looking real fresh. Even if you say your manliness is low tier, your hacking skill is BUFF.
yeah, i just totally need to put it to use towards original stuff instead of this 'ripping existing games apart' crap!
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Any chance that you'll make frame data like hitstun and blockstun viewable like in MBAC's framedisplay?
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Any chance that you'll make frame data like hitstun and blockstun viewable like in MBAC's framedisplay?
The problem with that is more that the new frame data storage is completely different from the old frame data storage and I don't know what's what. I can guess at some things but not evreything lines up.
(EDIT: Here's what the decoded frame data files look like. (http://mauve.sandwich.net/misc/mbaa_akaakiha_ha6.zip) Have "fun".)
However, I was getting sick and tired of working on the interface and tearing the format apart, so I just decided to release it as is.
I might get around to it, I might not. I more want to add the other game drivers into it than refine further, honestly, but who knows. I'm flaky sometimes.
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Oh shit, I didn't even realize you'd already posted this up Mauve. It's looking real fresh. Even if you say your manliness is low tier, your hacking skill is BUFF.
yeah, i just totally need to put it to use towards original stuff instead of this 'ripping existing games apart' crap!
Too true, brother. Have you ever fooled around with making a game engine before? Skill like that is easily marketable! (software too, but in the world of this game design major, it's all about the games)
Btw, I didn't think your Heat count matched up to your contributions, so I buffed it up a little.
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Too true, brother. Have you ever fooled around with making a game engine before? Skill like that is easily marketable! (software too, but in the world of this game design major, it's all about the games)
Oh yes. Have you ever tried to get content producers to actually, you know, make something? Now there is a horribly depressing process.
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Too true, brother. Have you ever fooled around with making a game engine before? Skill like that is easily marketable! (software too, but in the world of this game design major, it's all about the games)
Oh yes. Have you ever tried to get content producers to actually, you know, make something? Now there is a horribly depressing process.
Lol, yeah. Getting a functioning, motivated team together is easily the hardest part of any sort of small-time game project. Without money as the motivator, it seems like it's exponentially more difficult to get shit done. =\
I wanna talk more about this with you, but I figure I'll just PM you instead of clogging up the frame display thread with unrelated shit.
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Money usually solves problems like that.
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Soooo....who want's to bite the bullet and compile the 90 tables worth of frame data?
I call not it.
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I would but I couldn't get the damn thing to recompile so I could automate the process.
libpng is a bitch on Windows.
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I would but I couldn't get the damn thing to recompile so I could automate the process.
libpng is a bitch on Windows.
I don't remember having any problems building libpng on Windows.
If all else fails, jack a prebuilt library from someplace else.
And oh yeah my makefile is horrible and will need lots of tweaking haha. I'm going to shift it over to an autoconf script when I rearrange the code to make it better for handling multiple games.
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I need to come up with a new icon for "Pwnhacker" for mauve. Any suggestions?
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I need to come up with a new icon for "Pwnhacker" for mauve. Any suggestions?
I would argue that his current class is plenty appropriate. :V
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I dunno how I missed this but the thing will only open files from the current directory.
That is, the open file dialog is useless.
I'm a moron.
edit: fixed version uploaded, that should never have happened
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(http://mauve.sandwich.net/images/fd_mugen.png)
hey guys i made mugen
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Goddamnit, Mauve...
...I lol'd.
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+heat for the lulz
Also, nice post count, you gonna delete old ones and keep it at 123?
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(http://mauve.sandwich.net/images/fd_mugen2.png) (http://www.youtube.com/watch?v=U8SOeg73z-U)
"I could totally use one of these."
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omg Blitztank summon :psyduck:
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Put 2.1 dev out, edited the original post to include thel ink. It's not really of any interest if you're not into IaMP/SWR/Soku/Blitzkampf, but hey.
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API plz :P
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API plz :P
...for what part?
Inherit FrameDisplay class. Go nuts.
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i have an offtopick question. Can this program rip sprites from other PC games as well? for example games that are exe format, or it just works with ps2 games, i hope someone can answer my question, and thanks
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Read the thread why don't you.
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i already did, it says that support other games, but it doesn't say that i can rip games that use exe format, that is why i am asking. Oh well, i am not going to ask any more questions
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"exe format" lol
go find other ways to rip your stupid mugen sprites
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i already did, it says that support other games, but it doesn't say that i can rip games that use exe format, that is why i am asking. Oh well, i am not going to ask any more questions
I don't believe there's a program powerful enough to rip sprites off any game in existence... or is there?
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"exe format" lol
go find other ways to rip your stupid mugen sprites
tch!, i was just asking a question, you don't have to be so agressive, i don't even wanted to rip the MBAA sprites, that is why i said it was an offtopick question, i don't even know how to make mugen characters
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i have a question and sorry for the double post. Is posible to see the character art with this program? For example the character high scores, arc drive, and ex. That's all and thanks
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i have a question and sorry for the double post. Is posible to see the character art with this program? For example the character high scores, arc drive, and ex. That's all and thanks
No.
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Hmm.
Something doesn't seem right, honestly. I am about as sure as I can possibly be as a human being that the frame data I got for F-S.Akiha is right. I am 99% close to convinced that if you press the A button, exactly seven frames after you press it, the enemy will get hit if they are in range. However, the framedisplayer says it has a hitbox on the 5th frame. Are there some sort of odd frame rules I'm missing? Because 4f and 6f are notable differences. Is this like "on the first frame the button press is registered, you don't get the action and they need to be in a hitbox for a frame before it will work?"
I'm a little confused, somebody help?
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Hmm.
Something doesn't seem right, honestly. I am about as sure as I can possibly be as a human being that the frame data I got for F-S.Akiha is right. I am 99% close to convinced that if you press the A button, exactly seven frames after you press it, the enemy will get hit if they are in range. However, the framedisplayer says it has a hitbox on the 5th frame. Are there some sort of odd frame rules I'm missing? Because 4f and 6f are notable differences. Is this like "on the first frame the button press is registered, you don't get the action and they need to be in a hitbox for a frame before it will work?"
I'm a little confused, somebody help?
Not that this answers your question, but the frame data is 100% accurate. The other info might have inconsistencies, but the frames are flawless. Watch Mauve say the same thing, lol.
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Can you verify how and when the animation matches up with what is shown in the frame tool?
Because I think you're just seeing input lag, and that's going to be my line until confirmed.
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I will play with this more tomorrow, but I'm 75% sure things don't hit on the first active frame, and as for the second frame, I could just very well be nuts.
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Can this rip stages sprites? or if it cant how can i rip the stages sprites or you are going to make it rip stages too?
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Can this rip stages sprites? or if it cant how can i rip the stages sprites or you are going to make it rip stages too?
No. It is only designed for looking at character data.
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:blah:
If I record a 60fps video of it showing the 5 frame hit will you be convinced?
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Here, either the emulator has changed the gameplay of this game, or this attack takes 6 frames to start up. I know on frame 6 the frame displayer looks like it says 5. I can't do anything about this, it's what the number six looks like on that thing, okay? Test it for yourself if you are STILL inclined not to believe this.
http://img.photobucket.com/albums/v514/Benny1/FSAkiha/frame1.jpg
http://img.photobucket.com/albums/v514/Benny1/FSAkiha/frame2.jpg
http://img.photobucket.com/albums/v514/Benny1/FSAkiha/frame3.jpg
http://img.photobucket.com/albums/v514/Benny1/FSAkiha/frame4.jpg
http://img.photobucket.com/albums/v514/Benny1/FSAkiha/frame5.jpg
http://img.photobucket.com/albums/v514/Benny1/FSAkiha/frame6.jpg
http://img.photobucket.com/albums/v514/Benny1/FSAkiha/frame7.jpg
The problem is here: Look at frame 1. Game has registered 5A, but it's not started the attack yet. This is pretty much where my problem is, that shouldn't be a frame of startup, but I accidentally counted it as one. However, look at frame 6 compared to the frame displayer, that frame is supposed to have a damage box, but you need to be in a damage box for a frame before you get hit or something.
If you can prove to me the move has 5f startup with those images, go for it. Sorry they switch sides at one point.
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If you record with any kind of speed hacks enabled shit like this will happen.
Here's a full frames video recorded in 480P mode, framestep it with virtualdub and you'll see everything checks out.
http://www.justnopoint.com/lbends/junk/5A.avi
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Hi, if you count the frames from the first frame A shows up on the input displayer, it hits on the seventh frame, if you count from the first frame of animation, it hits on the 6th. Thanks for confirming I'm right.
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Whatever as long as we're not arguing about stupid shit anymore.
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This is my fault, sorry. I'm being dumb.
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Very usefull, thanks mauve ^^
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this is amazing :prinny: :prinny: :prinny:
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I don't know if this is the right place to ask but: Anybody knows a good program to make gifs? I extracted some sprites and I wanted to make a gif, I have this program called gif animator, but it seems is not very good. I resized all the sprites to 126 X 113 and that program doesn't allow me to merge them together