WAZAAAAA

Well-Known Member
Tag battles, not so much, because the addresses for Player 3 and Player 4 are not included. Would that be easy to do?
I wasn't aware that tag matches had multiple COM levels, good catch I should've paid more attention, will update accordingly
Also, one other thing that's odd about this script is that the winning character is invisible during the win animation. Any way around that?
I haven't seen this happen everything seems normal on my end so idk
Any way we can include sporadic forward movement for levels 0-4? Something like, if the character is idle for 2 seconds, they perform a forward step?
no
that would probably involve editing the AI logic created by the developers and we don't have the luxury to access the game's source code
I've just tried with a dirty workaround aka changing the free step animation ID when it starts to something else but the movement doesn't truly get interrupted

btw strafing is actually called free step just like the name of this website lul
 

VictorSeven

New Member
btw strafing is actually called free step just like the name of this website lul

Sorry. I play too much Overwatch. So used to calling sideways stepping "strafing."

multiple COM levels

I ended up adding these manually using the next two addresses as bytes.

a dirty workaround

How well did this work? I've noticed none of the COM levels use forward movement at all, so I imagine the fights were largely unchanged. You said you changed the free step animation ID? I'm guessing that's completely separate from forward input. Is the character still able to perform forward holds and strikes that involve forward input? I would like to be able to use all 0 through 7 levels in the system I'm setting up, so that the viewers can gradually level their characters up into more competent fighters.

Sorry for all the questions lol. You can tell I'm new to this. I've done hex editing on basic levels before, but that's about the extent of my alteration knowledge.

Also, you're not having the invisibility issue at all? That's... interesting. I wonder what it's coming from. The main thread where I got the original file said the winning animation was invisible there, so I figured it was a normal side effect of this script.
 

WAZAAAAA

Well-Known Member
How well did this work? I've noticed none of the COM levels use forward movement at all, so I imagine the fights were largely unchanged. You said you changed the free step animation ID? I'm guessing that's completely separate from forward input. Is the character still able to perform forward holds and strikes that involve forward input? I would like to be able to use all 0 through 7 levels in the system I'm setting up, so that the viewers can gradually level their characters up into more competent fighters.
Played around with the P1_currentmove address by freezing it to whatever number. Dash forward ID = 9 for example

my reverse engineering skeelz are also pretty lacking so don't worry lols

Also, you're not having the invisibility issue at all? That's... interesting. I wonder what it's coming from. The main thread where I got the original file said the winning animation was invisible there, so I figured it was a normal side effect of this script.
¯\_(ツ)_/¯
 

VictorSeven

New Member
Okay, here's the odd thing. I think I may have broken the script while switching COM levels mid-match last time, because now, even level 0 COMs are using forward and FREE STEP (hue hue) movement.

Also, it bears noting that I am using Player 1 input exclusively, rather than using a second input to select Player 2's character.
 

VictorSeven

New Member
Affirmative. When I was having the movement issue, I was setting the keyboard to Player 2 and selecting characters with 2 different input devices.
 

VictorSeven

New Member
Alrighty, so I did some testing regarding the invisibility issue.

All toggles off: Winning character is visible at the end of the fight.
COM level toggles on, COM only toggle off: Winner visible
Anytime COM only toggle is on: Winner not visible
Turning COM only toggle off right at the KO announcement: Winner not visible

Something within this script is turning off the character model at the end of the fight, and probably doing it as the fight is loading. I can still see the sweat falling here and there, but no character. Voice lines still play.

Also, I wonder if the default settings in Cheat Engine are causing it. My settings are left at:
Scan Type: Exact Value
Value Type: 4 Bytes

Memory Scan Options:
Start: 0000000000000000
Stop: 7fffffffffffffff
(X) Writable (X) Executable
(X) Fast Scan 4 Alignment

All settings that were not mentioned are unselected.

Also, I'm noticing at the character select screen, the Sidestep option for Player 2 has no icon next to it indicating which Sidestep is selected.
 
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WAZAAAAA

Well-Known Member
Alrighty, so I did some testing regarding the invisibility issue.

All toggles off: Winning character is visible at the end of the fight.
COM level toggles on, COM only toggle off: Winner visible
Anytime COM only toggle is on: Winner not visible
Turning COM only toggle off right at the KO announcement: Winner not visible

Something within this script is turning off the character model at the end of the fight, and probably doing it as the fight is loading. I can still see the sweat falling here and there, but no character. Voice lines still play.
alright by changing characters I also experienced the invisible victory pose
the culprit is the <script> without a doubt

Also, I wonder if the default settings in Cheat Engine are causing it. My settings are left at:
Scan Type: Exact Value
Value Type: 4 Bytes

Memory Scan Options:
Start: 0000000000000000
Stop: 7fffffffffffffff
(X) Writable (X) Executable
(X) Fast Scan 4 Alignment

All settings that were not mentioned are unselected.
those settings only matter when performing searches

Also, I'm noticing at the character select screen, the Sidestep option for Player 2 has no icon next to it indicating which Sidestep is selected.
that's the normal behavior of the game, since the COM doesn't really input buttons like a human would

I've modified the script a bit please re-download the CT from the same link and tell me if victory animations work for you.
 

Psdheyfa

New Member
like this vid
after KO'ed using critical skill, can't move (it's an original game system)
isn't it?
but in that vid. leon can move
how can i MAKE the char move like this??
and after KO, how can i make opponent char's beaten voice be heard????
 
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Psdheyfa

New Member
alright by changing characters I also experienced the invisible victory pose
the culprit is the <script> without a doubt

those settings only matter when performing searches

that's the normal behavior of the game, since the COM doesn't really input buttons like a human would

I've modified the script a bit please re-download the CT from the same link and tell me if victory animations work for you.

hellow WAZAAAAA
plz confirm question right above
thx
 

WAZAAAAA

Well-Known Member
like this vid
after KO'ed using critical skill, can't move (it's an original game system)
isn't it?
but in that vid. leon can move
how can i MAKE the char move like this??
and after KO, how can i make opponent char's beaten voice be heard????
I didn't make the video so I don't exactly know how to reproduce everything, like the character voice after KO.

I've found the address that unblocks the inputs, but it's unnecessary, just don't KO using a "special move" and you solved it.
 

VictorSeven

New Member
I've modified the script a bit please re-download the CT from the same link and tell me if victory animations work for you.
Working perfectly so far. Did 3 test fights with characters and stages randomized, and haven't had the invisible win thing happen yet. Will do more testing tonight when I get home from work, but for now, it seems like it's working perfectly. Thank you!
 

lampuiho

New Member
Was very busy so I didn't do what I said I'd do until now.

I have made a lua script to do AOB scans (not tested with old versions and still not covering all addresses in the table) and exporting an AHK file automatically (use the form Export from CE menu to save the AHK file).

Along with it, I am uploading a combo macro for Mila. You guys can figure out the rest... Now I am back to work...

They are hosted on google drive.

https://drive.google.com/drive/folders/0BwO6xvSe4vUmeXVJYmZzcVU0SUU?usp=sharing
 

VictorSeven

New Member
@WAZAAAAA I know this is terribly off-topic, seeing as how it's a different game and all, but do you think you'd be able to make a CT/script for CPU vs CPU in Arcana Heart 3 for Steam? Willing to buy you a copy of the game if need be. Or, if you can show me how to make these things so I stop bothering you, I'm cool with that, too lol.
 

WAZAAAAA

Well-Known Member
yo this version's big, might as well be the last one since it's supposed to update itself on launch

2017/08/30 - version 2.0
- (ALL TOOLS) the toolbox now uses array of bytes signature scanning, which means that from now on, there will be no need to update it every time a small patch gets released. The toolbox should work in multiple game versions (as long as they're reasonably recent) without the need to modify anything
- (ALL TOOLS) address variables now written in glorious CamelCase
- (BUSABOT) the bot will no longer attempt to punish side steps, as it barely ever worked especially online
- (BUSABOT) added rule to attempt holding hold-resistant moves during stun
- (BUSABOT) added move-specific counters to every Mai "special cancellable" strike
- (BUSABOT) added a followup after roof 6T on a backturned opponent
- (CHEAT TABLE) added COM VS COM mode + COM levels changer, PX_BattlePhase, P1_SlowmoKOMovementBlock, P1_GroundAttackAllowed
- (CHEAT TABLE) Stage Unlocker is now easier and can be used online (as long as both players are hacking the same stage ID)
- (CHEAT TABLE) strengthened KO Timer AOB signature (confirmed working on the ancient 1.02 game version and the latest 1.10)
- (CHEAT TABLE) now looks prettier with colours



Was very busy so I didn't do what I said I'd do until now.

I have made a lua script to do AOB scans (not tested with old versions and still not covering all addresses in the table) and exporting an AHK file automatically (use the form Export from CE menu to save the AHK file).

Along with it, I am uploading a combo macro for Mila. You guys can figure out the rest... Now I am back to work...

They are hosted on google drive.

https://drive.google.com/drive/folders/0BwO6xvSe4vUmeXVJYmZzcVU0SUU?usp=sharing
You crazy son of a bitch that export function you've got going on with the LUA is damn NEAT.
I've also tested the Mila script. Real FRAME WAITING to do frame perfect Mila tackles, NOICE.
I'm adding a link to your post somewhere on the 1st page.

I came up with a lazier approach to auto-update addresses that still involves AOB signature scanning in 2.0, check out the new CT and addresses.ahk, you may like them.

@WAZAAAAA I know this is terribly off-topic, seeing as how it's a different game and all, but do you think you'd be able to make a CT/script for CPU vs CPU in Arcana Heart 3 for Steam? Willing to buy you a copy of the game if need be. Or, if you can show me how to make these things so I stop bothering you, I'm cool with that, too lol.
I could implement the COM vs COM thing myself in T7, but not in DOA5LR (that one time, I merely improved and fixed the script you found on SFxTmods and gave it back to you) so I can't promise anything for AH3. You may have more luck requesting that to SFxTmods user nepafu than me lol
(btw I have updated the COM vs COM on a newer CT which should now work with the latest game patch)
 
Thank you so much WAZAAAAA

Anyway, can you please look around the address of Pre-round Timer?

You know, the short term of "Get Ready~~" voice, before "Fight".
 
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