peon2 / fbneo-training-mode

a simple training mode for multiple games on the fbneo platform
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A few different issues #39

Open Triple-067 opened 3 years ago

Triple-067 commented 3 years ago

Hello! I was playing KoF '96 and have been having a few issues.

1: I can't set max health to the magic pixel. Happens on a few other games as well. 2: The emulator often crashes when changing the input display size 3: After a throw, the opponent's health doesn't get reset. I'm not a programming expert, but the way I see things, the script only refills health once a short time after the script stops detecting an active combo, which means that moves that don't count as combos such as throws don't activate the healing. Maybe instead it should always check if the opponent has less than the max health you set it to, then heal them a short time after the low health is detected, but only after the script has stopped detecting a combo for a short time. With the short delay before healing, this would ensure that the opponent doesn't immediately heal after being thrown.

Also, I would love to see the original Fatal Fury, SF1, and SF2WW on here, to help better understand these older games :)

Edit (a bunch of stuff I found later, some of this is critique territory):

4: Moving vertically through the options with left/right feels weird. 5: In Fatal Fury Special, health looks weird when you refill it. 6: Pausing on the frame of impact will cause the combo counter to go nuts 7: Throws pile the damage on top of the previous combo instead of overwriting it. 8: While using frame advance, the hitboxes for moves show 1 frame ahead of the actual animation. For instance, red hitboxes being displayed on moves 1 frame before their limb is fully extended. 9: When I pick random and loop in the replay menu, it only picks a random slot once and repeats that, rather than picking a random slot for each loop. 10: Some menu options when clicked toggle through their various options, while others have a side menu. I don't know why things like the replay trimming options don't use the side menu. 11: Moving the HUD items around and navigating the replay editor seems to use an acceleration system, but it only seems to move after it has built enough acceleration, instead of first moving by one pixel/slot the moment you tap the direction, THEN accelerating afterward. 12: The replay snipping system seems to have some problems. When recording a hyperjump, the replay often fails to repeat the hyperjump unless I deliberately slow down the hyperjump input. When testing in frame advance, I held down for 3 frames, then immediately held up the next frame. During the replay, however, it only holds down for one frame before jumping (hyperjumps need 2). 13: In Fatal Fury Special, the combo counter doesn't properly stop until you go far enough away from the opponent.

Knowing the stun/guard crush values and having a 'no stun' option would be very helpful

peon2 commented 2 years ago

1: Most games kill the oppenent when they reach 0 hp so the script stops at 1. Do you need to go to 0 for kof96? 2: I can't do anything about that, its an emulator issue. 3: Thats a good alternative system proposed but the logic breaks across some games. farfury1, sf1 and sf2 have been added. 4: It does. 5: It does, fatfursp handles health weird like many neogeo games. This can be solved by looking into the game more indepth. 6: Can't do anything about that. 7: In fatfursp? 8: Which game? 9: It should be fixed now. 10: A lot of the menu stuff is still placeholder I haven't got around to fixing up properly/generalising. 11: Changed. 12: I'm not sure what that could be, frameskip? 13: This can be solved by looking into the game more indepth.

Stun is something I'm interested in adding to lots of games but it's also a lot more work so it's been put on the backburner.

Triple-067 commented 2 years ago

The following was written still using the same older version of the training mode as the original post.

1: Not only in kof96, many other games still leave the player alive with no life visible, and the lua counts it as 0 with no way to set it there in the menu. 3: I don't doubt you, but could you give an example? Just in case it helps, the script seems to handle detecting the damage of a throw just fine, so another possible solution would be to treat any instance of damage the same way a detected hit/combo triggers healing if the opponent hasn't been in a combo for a while. 4: Do you mean that you can't or don't want to set it so that the player can move vertically through the menus with up/down instead of left/right? 6: Is it possible for the LUA to check for when the emulator is paused and only update the values once? 7/8: In kof96, but happens in other games as well. Issues in other games are specified otherwise. 12: It happens with and without frameskip.

Edit: (with the new script, but I still have the old one) 14: With the new script, replay editor crashes the script but not the emulator when scrolling too close to the end of the replay. 15: The 3 new games didn't work, so I checked the games folder and wasn't able to find them.

Edit 2: Just figured out something about issue 8! I recently tried setting my runahead to 2 frames instead of Disabled, and noticed that the hitboxes were being displayed AFTER the animation. Setting runahead to 1 frame made everything sync up properly. You might want to look into fixing this for the other options, if that's possible.

peon2 commented 2 years ago

1: Put the health reducing to the magic pixel in the kof series. 3: I originally tried implementing it in hftf years ago for that game's dedicated training mode and the logic had so many edge cases it frequently broke, I tried it with other games (cybots, karnovs, etc) and they all had their own edge cases. The best implementation I've found is to make sure the game recognises throws as 'hits' and then they can be handled same as other hits. Unfortunately this hasn't been implemented with every game, but the vast majority enjoy this system. 4: Added with a2a8536 6: No. 7: This is the same thing as 3. 8: I can't really account for runahead because the script has no way of knowing what its set to. 12: I'm not sure whats going on there. 14: I haven't encountered this issue? I haven't been able to replicate it either, I'll keep an eye out for it. 15: I forgot to upload those game initially, whoops! They were uploaded shortly after.

Triple-067 commented 2 years ago

1: For some reason, when going from character select to gameplay, the health bar disappears if it was set to the magic pixel. This isn't a big deal, but now you know for when higher priorities are done. 8: In that case, maybe it's best to either make it sync up with either 0 frames of runahead instead of 1. 12/14: Just so you know, this still happens in the current version.

The hotkeys were a super cool addition!