Comments on Profile Post by Squire Grooktook

  1. Mike_Z
    Mike_Z
    Basic idea is, keep last N frames of player input (N being largest motion existing), check backward from the end and allow leniency in between matches.
    D,DF,F+P: look for P pressed/released; if not found, no match. If found, allow some (SG case, 0 to 4) slop frames and search backward for F; if found, allow slop frames and search for DF; if found, search for D, if found, got motion.
    Apr 25, 2016
  2. Mike_Z
    Mike_Z
    SF tends to just have total time for a motion (e.g. a DP gets 16f to total enter it, doesn't matter space between dirs as long as all within 16f), SG gives individual slop space for each consecutive input. More slop, less slop, which dirs between are allowed is up to the game, SG input parser accounts for no dirs between DF and D, but allowed weird dirs between F and D.
    Apr 25, 2016
  3. Mike_Z
    Mike_Z
    How you write it also varies, SG specifies "P" = Punch pressed, "^P" = Punch released, "*P" = either one, etc. Charging an input just means "require it for at least N frames in a row with no slop frames allowed". Can also specify (L) for Lazy dirs which include dirs next to it, like B(L) means UB/B/DB, and D(L) means DB/D/DF. Etc.
    Apr 25, 2016
  4. Mike_Z
    Mike_Z
    The obvious plus to doing it this way is that if the motion wasn't entered this exact frame, all you are checking for is "was P pressed?" and then you're done. So the work is minimal.
    Apr 25, 2016
  5. Squire Grooktook
    Squire Grooktook
    I messaged him all that, and he said he found it very helpful. Thank you.
    Apr 25, 2016