Trust

mrdhalsimmrdhalsim Joined: Posts: 378
I made a new program called TRUST which stands for T.raining R.egimen U.nder S.uper T.urbo. I put together this brief demo video:

The general theme is "Seamless" and "Extensible". I am hoping that people will share their macro scripts. A lot of the examples could use some fleshing out, and write more of the "solution" scripts to the lessons.

http://code.google.com/p/trust-xspr/downloads/list
Clicking "Observe" will load a solution macro to watch of what you're supposed to do, however it's only scripted for Custom1's lesson so far. No rom is included with the installer. You can put an updated (clrMamePro'd) ssf2t rom inside Program Files\TRUST\roms\ folder and then you can Execute and Observe lessons.
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Comments

  • oldschool_BRoldschool_BR Projectile spammer Joined: Posts: 2,442
    Cool

    This looks interesting
    Hey, still not OK
    Please gimme a link
    Have a nice day
  • othartheomothartheom recovering hyou bal Joined: Posts: 116
    this looks cool
  • ultracomboultracombo Weakest Loser Joined: Posts: 741
    More good shit, neat.
    Let's not take this for granite, peeps.
    "If ultracombo misses a low roundhouse, he is likely to continue doing it." - TheMuffinMan
  • papasipapasi N Ken is the truth Joined: Posts: 1,568
    Who would think something cool like this (+ pasky's hud) would be created in 2011 for a 1994 game?

    This is how training mode should be... capcom threw millions of dollar at fg development and yet a single guy doing something on the side as a hobby created something that actually would help a novice learns how to play the game.

    I had a lot of fun trying to punish guile's cr. rh yesterday smilex.gif

    You got to teach me that lua scripting though. I have no idea what they do ...

    I know you invested a lot of time in this, here're 3 beery.gifbeery.gifbeery.gif for you sir.
    eltrouble "I doubt that ST will be on the main stream ever again."
    OhNuki: Real men play ST!!
    James Chen: there is something special about playing ST on a cab. It just feels so goooooood.
    Super Turbo Hitbox & safe jump guide http://www.strevival.com/hitbox/
  • deadfrogdeadfrog Joined: Joined: Posts: 6,787
    oh my god where are these blessings coming from
  • krknightkrknight Joined: Posts: 1,743
    where can i get this program?
  • KuroppiKuroppi くろっぴ Joined: Posts: 891
    The XSPR and Pasky projects are really nice. Along with the ST tourneys being organized both in NorCal and SoCal, it's great to see the ST community really stepping up!
    Shhh... ST in da house!

    www.strevival.com | STR Facebook | Twitter
  • mrdhalsimmrdhalsim Joined: Posts: 378
    Thank you! I set up a google project for it so you can get the installer here (80MB, Windows):
    Downloads - trust-xspr - T.raining R.egime U.nder S.uper T.urbo by XSPR - Google Project Hosting
    Clicking "Observe" will load a solution macro to watch of what you're supposed to do, however it's only scripted for Custom1's lesson so far. No rom is included with the installer. You can put an updated (clrMamePro'd) ssf2t rom inside Program Files\TRUST\roms\ folder and then you can Execute and Observe lessons. The first time you do so, press TAB key to configure your inputs for P1 and set P1 Start and P1 Coin to be your start button and Back/Select button. Toggle hitboxes with Start. Toggle input display with Lua hotkey 5. Exit back to TRUST with Coin.
  • PaskyPasky Ninja with pistol! Joined: Posts: 1,863
    Very cool, this will help a lot of people who don't understand/have trouble with renda cancelling supers (at least when someone makes a tutorial for it)!
    <Pasky> so you can go extra fast by just holding it?
    <bookah> turbo handjob
    <baklakiller> sure if had a penis
    <baklakiller> im a beginner gief
  • krknightkrknight Joined: Posts: 1,743
    my security program says that the lua51.$A is a trojan/virus. something you might look into. a great start for a program. give us updates as you add characters (especially sim).
  • mrdhalsimmrdhalsim Joined: Posts: 378
    my security program says that the lua51.$A is a trojan/virus. something you might look into. a great start for a program. give us updates as you add characters (especially sim).

    I actually had a friend test it on his machine, and his Avira Antivir reported something similar at one point. You shouldn't have any problems with it. The lua51.dll that is included in the TRUST install file was obtained from the original graphics library.

    lua51.dll and the other .dlls are required for displaying the images that are overlayed on the mame screen during certain frames of certain scripts (e.g. input images appearing for Beg. > Special Moves > Fireball that appear). Other programs that incorporate Lua scripts need lua.dll (not "lua51.dll") but mame-rr does not so I do not include lua.dll, only lua51.dll to do image overlay. It may be the case that other malicious programs may try to replace that dll but you shouldn't have any problems with the one included in the TRUST install file. The only problem I can imagine is if the code in mame-rr doesn't like lua51.dll as it exports the symbols of the lua interpreter.
  • UnessentialUnessential Joined: Posts: 1,171
    Looks interesting... super advanced training mode for Super turbo? gotta check this out... and start learning more characters other than chun...
    <quitjockinmystyle> everybody i wil approve what is cheating moves or not.
    STToronto https://www.facebook.com/groups/499056723549379/
    Because very few ST players check SRK anymore. mostly it's the local facebook group and NHC.
    PM me here or on facebook if you need a stick mod or repair. Same with arcade boards and superguns.
  • radicaledward101radicaledward101 . Joined: Posts: 805
    Looks pretty cool. Now I need to learn lua scripting :rock:

    I'm having a bit of difficulty in that the "Observe" and "Execute" buttons don't seem to differ at all. Does changing the button configuration mess up the player 1 inputs for the observations?
    -MBAA - Seifuku Akiha (I only play casuals now. No one wants to play...)
    -VS - Demitri (According to Twitter I'm the worst Demitri ever! [My Biggest FGC Accomplishment])
    -VF - Kage
  • mrdhalsimmrdhalsim Joined: Posts: 378
    Yes, and sorry about that- At some point, the basic idea is that every lesson should function as the Custom1 lesson does. The current version, however, Observe behaves just like you said, as if you press Execute. There is a separate script for it, however I have not actually scripted P1's moves. I'm hoping the community can help me out with this to flesh it out more (and/or share/add your own scripts and lessons). I should have made this clearer.

    (Don't worry about button config, that doesn't affect it at all- once it's configured, it will stay that way until changed).

    Also quite a few of the default lesson scripts as they are could be better. Again I'm hoping others will get their hands dirty and start tweakin.
    Looks pretty cool. Now I need to learn lua scripting :rock:

    I'm having a bit of difficulty in that the "Observe" and "Execute" buttons don't seem to differ at all. Does changing the button configuration mess up the player 1 inputs for the observations?
  • radicaledward101radicaledward101 . Joined: Posts: 805
    Is there a place you would recommend for learning the base language? Also, are there any other tutorials that might help us work on the project?
    -MBAA - Seifuku Akiha (I only play casuals now. No one wants to play...)
    -VS - Demitri (According to Twitter I'm the worst Demitri ever! [My Biggest FGC Accomplishment])
    -VF - Kage
  • P_CP_C Joined: Posts: 11
    Looks really nice!

    AVG also reports lua51.dll as a trojan.

    By the way it would be nice with the installation as a simple archive. I prefer not clogging up the windows register more than nessesary :sweat:
  • mrdhalsimmrdhalsim Joined: Posts: 378
    Is there a place you would recommend for learning the base language? Also, are there any other tutorials that might help us work on the project?

    Great intro to get familiar with the lingo: MacroLua script tutorial here:
    More details here (keep an eye specific to mame-rr) MacroLuaDocumentation - macrolua - This document is also available in the download package. - input playback and recording utility - Google Project Hosting

    A great way to get started is to make a lesson for a character you play (can be as simple as running a loop of a particular setup or situation you want to practice for yourself, ie scratch your own itch first) with a savestate, and implement it by replacing one of the Custom lessons e.g. Custom2. You can open the file in Notepad and edit its .mis macro script. If you replace the state to load (with the &110 or whatever number), keep in mind that the name of the actual .sta savestate file must be an integer NUMBER ONLY like the others you see there, i.e. not something like "practiceFromHere4.sta" but "499.sta" is ok (and try to keep in line with the numbering scheme of the others while you're at it).

    The center pane of the TRUST app is HTML, so right click in the pane to "View Source", and the path for the html file you're looking at is displayed in the bottom (left) edge of the TRUST window, so you can open that file in Notepad or some editor and change the text.
    Looks really nice!

    AVG also reports lua51.dll as a trojan.

    By the way it would be nice with the installation as a simple archive. I prefer not clogging up the windows register more than nessesary :sweat:

    As I mentioned above, all I can say at this point is that it's a false positive for lua51.dll that is included in the installer.

    Yeah there's a lot of .lua files. You can run mame.exe directly by double-clicking it, and then Ctrl-L to load the Lua console, Browse button and load trust.lua, then Run button. You will see yellow menus (start and joystick to navigate). This was the original design, however it required you to "renavigate" after you already selected the lesson in TRUST's front end before clicking Execute/Observe.
  • radicaledward101radicaledward101 . Joined: Posts: 805
    For whatever reason, this thread was not coming in on my subscriptions on the old forums. Now that I actually see your response to my question I will definitely see what I can get started on!

    If I come up with anything that is worth anything I will definitely let you know!

    Edit: If you want, you could let us know if you are making any additions so that we don't repeat the same work.
    -MBAA - Seifuku Akiha (I only play casuals now. No one wants to play...)
    -VS - Demitri (According to Twitter I'm the worst Demitri ever! [My Biggest FGC Accomplishment])
    -VF - Kage
  • mrdhalsimmrdhalsim Joined: Posts: 378
    I'm not working on any additions in particular at the moment. (I did my share! Now it's your turn people.) One place I'd start is making Observe solution scripts for what is there before moving on to other characters, and even fix a lot of the lessons and basic scripts themselves. But if no one else gets involved it won't be as fun.
  • ShinVegaShinVega Shoryuken'n est. 92' Joined: Posts: 191
    Great Job XSPR :D
    Look foward to returning to internet usage, 1 year without has been taxing....
    No freely available material is allowed on this site, no exceptions. - ptp
    SF2 Code v1.0: t s+ T++ r f++ g+ m+ s+ v++ M++ n++:-- o++
  • mrdhalsimmrdhalsim Joined: Posts: 378
    Here's a great little script put together by fatboy. I'm posting the Observe /SuccessReplay.mis file; take out the P1 inputs line for the Execute file:

    #### You are P1 sim. Duck P2 dictator's headstomp
    #### and punish with standing MK.

    &50
    <#Player 1
    W100._D.W10.^D.L5.W10 # DELETE THIS LINE FOR EXECUTE, leave it in for Observe
    /#Player 2
    W10._D.W66.^d.U.4..4._f_D.^L^D.W90>!

    Copy and paste that into one of the custom scripts, replacing what is there. For example, Custom 2:
    1. Select Custom 2 lesson
    2. Tweak menu, Edit Selected Lesson's Script
    3. Select all and Paste in the above script, then Save it. Delete the indicated 3rd line.
    4. While Notepad is still open, Open (view all files), open custom2SuccessReplay.mis
    5. paste in the script again, this time leaving in 3rd line.

    So custom2SuccessReplay.mis is for the Observe button, and also custom2.mis for the Execute button (and for custom2.mis, delete the indicated 3rd line beginning W100).

    6. make the save state file:
    The save state (50.sta as ref'd in the macro script) should have sim as P1 on far left of screen, and dictator on far right, at full screen distance and sim is closer to center of the stage so he when sim ducks, he will fly over to the other side and sim can hit him on the other side with MK. (shift F7 to save a state, then rename the 7.sta file in the \sta\ssf2t\ folder to "50.sta")

    Again, the html file (found in \TRUSTlessons\custom2.html ) can be edited so you can explain the setups here.
  • moocusmoocus internets? Joined: Posts: 869
    i'd like to get started with this, but i don't know what rom i need to make it work. i won't ask anything specific on here, but if someone can pm or email me to point me in the right direction i'd appreciate it.

    moocus@hotmail.com is my email
  • papasipapasi N Ken is the truth Joined: Posts: 1,568
    someone posted it in pasky's HUD thread. look there.
    eltrouble "I doubt that ST will be on the main stream ever again."
    OhNuki: Real men play ST!!
    James Chen: there is something special about playing ST on a cab. It just feels so goooooood.
    Super Turbo Hitbox & safe jump guide http://www.strevival.com/hitbox/
  • radicaledward101radicaledward101 . Joined: Posts: 805
    (and try to keep in line with the numbering scheme of the others while you're at it)
    What exactly is the numbering scheme?

    For instance, there are currently 6 moves listed under Special Moves.
    Currently these are numbered 150 through 175 in multiples of 5.
    However the following section begins with 210.
    This leaves room for 6 more special moves.
    Even ignoring moves with the identical inputs there are way more than 12 special moves in the game.
    Should I stop using multiples of 5? Do you mind if I just rework the number system?

    Currently my plan is to flesh out the special moves section with a complete move set section for each character. This way, if anyone (like me) has trouble with a specific motion, they can select their character and the move they are planning on practicing with a decent savestate already in place.

    Further questions:
    Is there an easy way to edit the lesson tree on the left?
    Are the individual .lua files for each lesson identical? My linux box isn't online so I can't use diff :-(
    -MBAA - Seifuku Akiha (I only play casuals now. No one wants to play...)
    -VS - Demitri (According to Twitter I'm the worst Demitri ever! [My Biggest FGC Accomplishment])
    -VF - Kage
  • mrdhalsimmrdhalsim Joined: Posts: 378
    What exactly is the numbering scheme?
    For instance, there are currently 6 moves listed under Special Moves.
    Currently these are numbered 150 through 175 in multiples of 5.
    However the following section begins with 210.
    This leaves room for 6 more special moves.
    Even ignoring moves with the identical inputs there are way more than 12 special moves in the game.
    Should I stop using multiples of 5? Do you mind if I just rework the number system?

    You don't need to use multiples of 5 at all, it's just a general pacing of the lessons so I can squeeze in others later. Customized macro scripts should go in the range from 20 or so to about 98. It's not too strict, as long as you don't overwrite something else with the same number that you want to keep and haven't backed up yet. 100 to 999 are kind of reserved for the lessons there (and that may be there as more lessons get added).
    Currently my plan is to flesh out the special moves section with a complete move set section for each character. This way, if anyone (like me) has trouble with a specific motion, they can select their character and the move they are planning on practicing with a decent savestate already in place.

    Sounds good, if you do those I can update it to include those under the Special Moves branch in the next release. I focused on Ryu but there could be something for each character at some point. One way to approach special moves can restrict it to a particular character, however since the required motions overlap with other character's moves, it might offer a change of pace if you mix in other characters a bit. Since it's a repeating script, the idea is not exactly to have the player anticipate what the opponent will do of course, so I recommend approaching it like you're creating a kind of baseline rally warm-up in tennis before a game, where the point is not to score a point but to keep the rally going. But if you want to do it a particular way for some reason, go for it, I look forward to what you come up with. I think the most important thing is coming up with something that helps to keep the player engaged and focused. It doesn't have to be too complicated either, in fact it's important to keep it basic and just provide something like a simple goal to strive for. E.g. a common theme or task can be, "Get out X number of special moves before the script loops". A "mini-game" as Maj described would be great and keeping it simple goes a long way for that. Did you see that Guilty Gear Flash app thing that tested your reaction time? It was great in that it helped you get accustomed to the moves themselves. It gave you a specific number of a certain precision, and comparing your number with others was like a mini-game. Measuring performance can help increase performance tremendously if someone's serious about getting better.
    Further questions:
    Is there an easy way to edit the lesson tree on the left?
    Are the individual .lua files for each lesson identical? My linux box isn't online so I can't use diff :-(

    You can't edit the lesson tree on the left. I may update those from time to time when new releases come out, but intend to do so infrequently. If you do all the special moves as described, I can update it cause that could be very helpful, but if people are just sharing a few scripts, they can fit in the custom slots.

    Yes, most of the .lua files are identical. If you want to take a look into the Lua code, just know that it can get a bit hairy and the numbering scheme helps to keep things consistent and more organized. Open one in a text editor or IDE and scroll all the way to the bottom. If your editor displays line numbers, take a look from line 1310 to line 1321. That loads the specific .mis macro script. Now, one good reason to edit the Lua script would be to display images. One feature I added was the ability to draw images on any given span of frames over the course of your .mis macro file playing. In the Lua code I call these "Frameflow objects". For example, the fireball lesson's input images display such images. You can also display text and lines. Every script displays the text "PRESS COIN TO RETURN TO MENUS" from frame 20 to 280 (or the last frame if less). I did this in the Lua code itself on line 1317 by creating a frmText object, then adding it to the frmTextTable on 1319. For images, put them as .png's in the \TRUSTlessons\images\ folder. You'll have to create a Frameflow object for each image you want to display, and add that object to the frmIllusTable table.
  • radicaledward101radicaledward101 . Joined: Posts: 805
    hmmm...

    I think I may have been on a slightly different page from you on a couple of points. I'm getting a better sense of where you are going.

    For the special moves section in Beginners I was thinking something a little less involved I think. I expected the loop to be just a long "W200" with two different state save loads (one where the character is on the left and one where the character is on the right). At each state save load the player would be expected to try to perform as many dps as possible in that direction prior to the next state load.

    Some motions in the game simply need to be ground into your brain.

    I was going to create a full set of save states, 2 save states for each character. The first state has p1 on the left and the second state has p2 on the right.

    The mis file would consist only of
    &10 # p1 on left
    W200
    &11 #p1 on right
    W200!
    

    The solution .mis files would each contain p1 doing the correct motion for the move listed.

    Unfortunately, this would end up creating approximately 100 lessons by itself (if each character's full moveset is included).

    I realize that this is not what you were initially looking for. I would be glad to help with some of the higher level scripts as well (mini games, fireball wars etc). I'm just hoping that the Special Moves (and possibly the combos) portion of beginner could be a good section to grind out the muscle memory I don't yet have.

    If you really really don't like this idea I can put it together for myself, but you don't have to include it in the regular build. However, if that is your decision, I would be super appreciative of access to the menu source so I can keep the lesson layout structured.

    What you are giving us is amazing! If I am intruding in any way just let me know and I will back off.
    -MBAA - Seifuku Akiha (I only play casuals now. No one wants to play...)
    -VS - Demitri (According to Twitter I'm the worst Demitri ever! [My Biggest FGC Accomplishment])
    -VF - Kage
  • mrdhalsimmrdhalsim Joined: Posts: 378
    Ok... yeah what you had in mind would certainly work, but probably be a lot of work just to get only slightly more than what a console's training mode would provide (only difference on a console would be, that you have to go through initial menus to set it up, and also switching sides by jumping over to the other side or throwing P2 each time). TRUST lets you control the opponent so you get a better sense of the context of actual situation, e.g. P2 jumping in so in THAT split second, you think "OK the stick needs to already be in position by now in order to get out a srk in time", etc. and get used to that. The sf3 3rd Strike training mode had this too though, however with TRUST we can share scripts to work out together which are the best moves to work on (to counter which moves, etc) in an extremely granular level of precision, right down to the frame. Basically like those Pro Tips articles, but you convert all that text (making you read, think, it's all theoretical, yuck) into doing (Execution). The reading process itself has us decoding symbols into sounds and meanings, and even requires a sense of disbelief to a certain degree before you can even get a genuine sense of how to do what's being described in the text. When you put that decoding process into the context of a script, suddenly you're right there in the action, and can truly appreciate just what timing is required, exactly. Videos accompanying them are a step up, but it's not... TRUST. Nowadays, when I see posts about ST Saturdays or those other video tutorials for ST, I'm just thinking if you go to the trouble of making a video to teach something, why not make a macro script while you're at it, you know what I mean? That's so 2000 and 8; that's so 2000 and late. As you mention, the motions need to be ground into your brain, so with this program you have more to interact with; it can throw things at you to react to and keep it interesting, so the more convenient and engaging it becomes, the less self-discipline is required.

    Also I should probably mention that you generally don't need to edit/look at any of the Lua code files at all, unless you really want to and even then, it would be a big help to have some programming experience, and a curiosity to see or hack what's there. The macro scripts (.mis files) are the best place to spend your time hacking, in any case, tweaking the start of a move up a frame or two to get it just the way you want it etc. The macro scripts are separated off into their own .mis files, are easy to figure out and abstracted away from the lua code to let you focus on just the most interesting parts, so you really don't need to go digging deep into the actual lua code at all.
    Some motions in the game simply need to be ground into your brain.
    I realize that this is not what you were initially looking for. I would be glad to help with some of the higher level scripts as well (mini games, fireball wars etc). I'm just hoping that the Special Moves (and possibly the combos) portion of beginner could be a good section to grind out the muscle memory I don't yet have.

    I'm interested in helping both, esp. people new to ST. Fighting games don't really come with much in terms of a decent manual for what you really need to know so I was thinking this could also offer that kind of "tutorial mode". If you found any of that helpful or not I'm curious as to feedback.
    If you really really don't like this idea I can put it together for myself, but you don't have to include it in the regular build. However, if that is your decision, I would be super appreciative of access to the menu source so I can keep the lesson layout structured.

    What you are giving us is amazing! If I am intruding in any way just let me know and I will back off.

    Thanks- I don't take it as intrusion, esp just discussing it (I welcome the intrusion). The menu source is written in BlitzPlus (I totally recommend it but the compiler is not free and syntax not so common). How about this, maybe it'd be easier to just increase the number of Custom slots there are?
  • fatboyfatboy I beat anorexia: 10-0 Joined: Posts: 1,853
    For the record. This program is SICK...................... I am comming up with several scenerios for Sim fans!
    Am I hungry? Sure, I could eat...
  • FuddFudd High Level Parking Joined: Posts: 1,215
    For the record. This program is SICK...................... I am comming up with several scenerios for Sim fans!
    I hope one of them is post-noogie xup slide into headbutt on Chun/Claw and also forward drilling clean over fireballs.
    Some Killing Arts of Yoga, perhaps? :shy:
    "See, Super Turbo is a real man's game... But Street Fighter 4's like Chuck-E-Cheese, baby. Y'know what I'm saying? Where a kid can be a kid. I'm a grown-ass man, so clearly I'm not old enough to go in the ball pit." -Steve Harrison (Translation: dat Fo' make you soft)
    Super Turbo Revival
    "Everyone has a plan until they get magnetized." -SpiderDan
    PSN: Metonymous | Battle.net: Noun#1214 | Steam: Noun Proper | YT
  • radicaledward101radicaledward101 . Joined: Posts: 805
    I'm trying to work on this, but I'm in the middle of a move to another city, and I'm starting a new job next week.

    Hopefully I'll have some progress to report soon though.
    -MBAA - Seifuku Akiha (I only play casuals now. No one wants to play...)
    -VS - Demitri (According to Twitter I'm the worst Demitri ever! [My Biggest FGC Accomplishment])
    -VF - Kage
  • FuddFudd High Level Parking Joined: Posts: 1,215
    I just tried this out two days ago, pretty cool. I think another good training scenario would be for first-frame reversals. Just set it up with Zangief doing a meaty sweep that you have to uppercut/flash kick/super to survive.
    "See, Super Turbo is a real man's game... But Street Fighter 4's like Chuck-E-Cheese, baby. Y'know what I'm saying? Where a kid can be a kid. I'm a grown-ass man, so clearly I'm not old enough to go in the ball pit." -Steve Harrison (Translation: dat Fo' make you soft)
    Super Turbo Revival
    "Everyone has a plan until they get magnetized." -SpiderDan
    PSN: Metonymous | Battle.net: Noun#1214 | Steam: Noun Proper | YT
  • RufusRufus An unexpected database error has occurred. Joined: Posts: 1,966
    I just tried this out two days ago, pretty cool. I think another good training scenario would be for first-frame reversals. Just set it up with Zangief doing a meaty sweep that you have to uppercut/flash kick/super to survive.

    Something to be aware of there is that getup timing is character specific. (And can be position specific.)
    Hitboxes http://www.pedantic.org/~nate/HDR/
    "You don't know what you're talking about as much as I do." -- Unknown
  • CorrosiveCorrosive The Starting Over Joined: Posts: 1,352
    Something to be aware of there is that getup timing is character specific. (And can be position specific.)

    Any basic examples?
    It's best that you remain close to the "Ls", Joe.
  • oldschool_BRoldschool_BR Projectile spammer Joined: Posts: 2,442
    Well, it is faster at the corner, for instance, as some weird things happen when characters touch the border of the screen after getting thrown, reset or knocked down. This really changes things but it s must-learn thing for Gief and Hawk. Anyway, it does not matter as one should create a lua file that would load a save state: both characters would be determined. For a different position, it would just load a different save state. For instance, you could have a Gief training lua that asks that you to a safe jump mid screen, then load an SPD towards your own corner and ask that you safe jump, then, finally, load an SPD towards the other corner and ask that you safe jump. It could be then improved with different types of knockdown, such as lariats, and different types of reversals (say, Ryu will use Shoryuken, that Gief will block or evade, and after that another state with a short Tatsu, that Gief must punch, lariat or throw).
  • mrdhalsimmrdhalsim Joined: Posts: 378
    There are some big tournaments I hope many of you can get out to this weekend. One great way to use the program is to keep in mind which critical tactics/attacks your opponents used during the tournament, and make scripts for you to practice the counter. Having video footage of your matches is great but sometimes you can remember it clearly enough and make the script anyways.
    I just tried this out two days ago, pretty cool. I think another good training scenario would be for first-frame reversals. Just set it up with Zangief doing a meaty sweep that you have to uppercut/flash kick/super to survive.

    Actually I think I included one script like that: take a look at \macro\macro\ssf2t-reversal-training.mis (dammit's original). I think it uses 1.sta save state, unless I changed that for the installer build. Indeed, an excellent use of the program and others like it (make it for different char/side of screen, as obr said just make a new save state for any given scenario you like) can be easily made and edited. One note about that- I was able to get the Reversal _message_ to appear on the screen sometimes, but not always with that script (Turbo 3 setting of ST probably explains this more than anything). I could also get the flash kick to come out after Zangief's cr. LK by charging down-towards (getting hit by light kick, then Flash Kicking), as well as blocking (down-back) then Flash Kicking. In any case, extremely useful to get the technique down and very practical.
  • KuroppiKuroppi くろっぴ Joined: Posts: 891
    XSPR has given me a write-up and explanation on TRUST, which you can read here.
    Shhh... ST in da house!

    www.strevival.com | STR Facebook | Twitter
  • QNHCantiAlphaQNHCantiAlpha Quit Noob Hatred Joined: Posts: 21
    can someone please help me with finding the rom that goes with this program
  • oldschool_BRoldschool_BR Projectile spammer Joined: Posts: 2,442
    We can not help you with ROMs. We are sorry.

    Also related to ROMs, we can now check the hitboxes of the game. If you check papasi's post about seeing boxes, you will find a thread for it, in which there is a dead link to the file.
  • papasipapasi N Ken is the truth Joined: Posts: 1,568
    I'd suggest you to look at pasky's hud thread instead

    http://shoryuken.com/forum/index.php?threads/super-turbo-hud.133125/

    read all the pages
    eltrouble "I doubt that ST will be on the main stream ever again."
    OhNuki: Real men play ST!!
    James Chen: there is something special about playing ST on a cab. It just feels so goooooood.
    Super Turbo Hitbox & safe jump guide http://www.strevival.com/hitbox/
  • QNHCantiAlphaQNHCantiAlpha Quit Noob Hatred Joined: Posts: 21
    We can not help you with ROMs. We are sorry.

    Also related to ROMs, we can now check the hitboxes of the game. If you check papasi's post about seeing boxes, you will find a thread for it, in which there is a dead link to the file.
    Thank you for your beginners thread it is very helpful and i have found many good links with match up data and strategies.
    I'd suggest you to look at pasky's hud thread instead

    http://shoryuken.com/forum/index.php?threads/super-turbo-hud.133125/

    read all the pages

    Thank you for the link. I found everything i need now i can get to T.R.U.S.T
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