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AltF4
Добавлен 22 окт 2013
Video game hacking and SmashBot shenanigans
Are UCF 0.84 Dashbacks Broken? An Analysis!
Digging deep into how UCF dashbacks work to see if there's been a bug lurking in UCF 0.84, causing people to turn around slowly.
Dashback Checker Source Code:
github.com/altf4/dashback_checker
Dashback Checker Source Code:
github.com/altf4/dashback_checker
Просмотров: 2 899
Видео
3½ cheaters caught in Ranked Slippi Online
Просмотров 84 тыс.Год назад
Ranked is out! And you know what that means: Cheaters. This time, by pulling the plug.
Another Smash Cheater Caught and Banned
Просмотров 218 тыс.2 года назад
Another cheater caught on Slippi Online. This time: Netplay Falco
Stealing a Password Through Interpretive Dance, and Other Wild Video Game Hacks
Просмотров 8 тыс.2 года назад
Hacking video games! Originally presented at CactusCon 2021.
SmashBot vs Mainstage 2021 -- JV5 Compilation
Просмотров 6 тыс.2 года назад
SmashBot takes down Mainstage 2021
SmashBot vs Mainstage - 3v1?!
Просмотров 9 тыс.2 года назад
Beating up teams of smashers together at Mainstage 2021
Was Sail cheating? How you can tell for yourself.
Просмотров 151 тыс.2 года назад
A suspicious-looking video popped up on Reddit with a clip from a Fox player named Sail. Were they cheating? I'm on the case. Original Reddit post: www.reddit.com/r/SSBM/comments/pi80lj/they_played_the_entire_set_dashdancing_like/
Caught Cheating at Slippi Online: Faking Lag
Просмотров 74 тыс.3 года назад
"Steve" claimed that a tournament game was laggy. Steve lied. Here's how we know.
SmashBot Free-for-All: Who will win?
Просмотров 11 тыс.3 года назад
SmashBot plays itself in a 4-player FFA. The result is a glorious mess, but who will win?
SmashBot vs SmashBot 2: The Rematch
Просмотров 72 тыс.3 года назад
Super Smash Bros Melee AI SmashBot vs itself in a best-of-three. Code for the Bot: github.com/altf4/SmashBot
How the Slippi cheater did it: Ludwig was right
Просмотров 634 тыс.3 года назад
Detailed breakdown of the cheats used by player "SAYU" as seen on Ludwig's stream and what Slippi is doing to prevent this sort of thing in the future.
Libmelee Programming Quickstart
Просмотров 7 тыс.3 года назад
Making a Smash Bros: Melee bot from scratch using libmelee. Full documentation on libmelee is available here: libmelee.readthedocs.io/en/latest/ And for a fully-featured bot that uses libmelee, check out SmashBot github.com/altf4/SmashBot
SmashBot vs SmashBot
Просмотров 361 тыс.6 лет назад
SmashBot fights itself in a cool and strangely beautiful way...
SmashBot vs Pros -- JV5 Compilation
Просмотров 167 тыс.6 лет назад
JV5 compilation from "SmashBot vs Pros" at Smash the Record 2017.
Axe versus SmashBot - Match 2
Просмотров 26 тыс.7 лет назад
Axe versus SmashBot - Match 2 of 2 Twitter: SmashBotMelee SmashBot Homepage: github.com/altf4/SmashBot This was a friendly @ one of the local Arizona weeklies. SmashBot versus Axe rematch coming soon! (And big thanks to Axe for being awesome)
SmashBot multishine demo with latency patch via Dan Salvato
Просмотров 4,4 тыс.8 лет назад
SmashBot multishine demo with latency patch via Dan Salvato
ToorCon2013 Rickrolling your Neighbors with Google Chromecast
Просмотров 1,2 тыс.10 лет назад
ToorCon2013 Rickrolling your Neighbors with Google Chromecast
25:28-25:31 cool slide thing
can smashbot run in adventure mode?
I believed this dude when he said this because client side desync is a bad excuse for saying cheating isn't possible lol
he's just really good at doing that trust me guys
Dont let hax fine out or he will make a new faulty Mechanic video ( I love hax no hate to him)
can you post a tut on how to install smash bot?
1:33 me when i'm trying to play melee but my pet earthworm keeps having seizures on the analog stick
the year is 20xx
It’s just a smash BOXX
hi, thank-you for this great video! is it possible to script it to play in adventure mode?
“Welcome to melee, u should play the game it’s actually a lot of fun” NOT IF UR NEW TO MELEE 💀
Alt has millennial verbal humor which I usually don’t like as it gets repetitive fast but alt plz don’t change it works so well w ur personality it’s actually funny and u should make more videos
Do videos like this not help cheaters adjust? I.e., tuning the macro to only give 35-ish inputs VS 60
gurvan qui tape les combos malgré la di de zinzin🤌
maybe those kind on speed are achievable on MK without a macro
fast osu player can do 30/40 imput s
very informative, thank you. some of the code is deprecated but still easy enough to gather through context
I feel like if aMSa went up against this thing, he’d figure it out as he’s the king melee jank
That people are even paranoid of things like this, regardless of whether they are real or not, is a inherent downside of software modding.
I've noticed that I've been missing dash forwards (walk occurs instead) equally as often as dashbacks on the new UCF, and I have two possible theories -- assuming I'm not crazy. Please at least consider that what I'm saying might be true. 1. With a character like Sheik, because you want to "flick" the stick rather than "holding out" the input when you dashdance in order to perform her foxtrot dashdance without entering run, I've experienced issues that many other players wouldn't have happen to them, and maybe the new UCF has changed this from the previous version in some way, or that the 1.0 "clamping" code has messed with this in some way 2. The 1f buffer for executing a dash out of lag has possibly been removed or compromised in some way. I've been entering walk very often especially when trying to act out of lag, and it's possible that my previous muscle memory is producing different results. I've experienced this dashing issue on Dolphin and CRT with 0.84, and with the input integrity adapter I've ensured that visually my netplay setup's latency is extremely close to that of a CRT setup (within 2ms). I've also used various controllers (PhobGCC, OEM), with different stickbox springs in new-condition stickboxes as well as ensured the health of their potentiometers (for the PhobGCC, replicated the waveforms to that of a healthy OEM), yet still have had issues dashing. Some other various things I've felt have been off: Shielddropping, especially when using the buffer for doing so, seems to cause a spotdodge instead, especially when done out of shieldstun. Several other top players (Zain, Ginger, Krudo) have corroborated this, but obviously it's just our opinion. When trying to shield tilt, I've found that I've been rolling instead. Perhaps the old version of UCF made it easier to do so, and I've developed muscle memory according to that. Even if all of this is placebo and I'm completely wrong about everything, I would say it is extremely unwise and downright rude to enforce and switch to a new software right before the biggest tournament of the year, and have Slippi Dolphin adopt it only 2(?) days before said event. Even at Mango's Genesis bootcamp, all of the setups except the main stream setup were on UCF 0.8, not 0.84. Everyone has been practicing on a different game. Changing the game right before the biggest tournament in the world is extremely rude in my opinion. I know 0.84 was said to have been beta tested by the public at regional events for the past year, but let's be real -- 99% of players would not think to blame the software if they missed a few things. I also am the world's most-traveled Melee player. I went to ~30 tournaments all across the world in 2023, and all of them used UCF 0.8, not 0.84.
@sparkmelee @2600AltF4 soo...anything new about this?
Something definitely feels off about 0.84 and I don’t like it
Nice vid! Technically, controllers send unsigned bytes for stick values, which are converted to signed ingame. I.e. values from 0 - 255, 128 corresponding to signed 0 ingame (if controller is exactly center calibrated).
To be more precise, a barely-missed dashback doesn't give a slow turnaround, it gives a few frames of slow turnaround and then dash. It's harder to see but still very impactful.
All your videos are great :)
babe wake up new alt f4 video dropped
Hey cool video! I'm curious; what cards are those in the background?
I appreciate the proof that 0.84 dashbacks are working as intended via the stated definition, but I slightly disagree with your methodology. Imo you should have included a tournament using a prior version of UCF in the testing as an additional (and granted, redundant) control. Additionally, the claim by people seems to be that "0.84 dashbacks are giving slow turnarounds more often than older versions." In my opinion, the best way to falsify this statement would be by comparing the rate of slow turnarounds rather than successful dashbacks. It's possible an older version may have been giving dashbacks when it should have been giving turnarounds. I'd be interested in seeing someone break down how many slow turnarounds happened in this same recent 0.84 major, listing what 3-frame series of analog inputs led to that, searching for those same permutations in an older major, and comparing the outputs. Love the work you do! Stay hydrated!
Should have used Melee 1.03 but bunch of sheep flocked together as usual cause haxbad
1.03 god, all Hail Hax$
we should fix polling instead of changing frame data
Lmao do you even understand what polling is But sure, I'll bite. How would we fix polling?
@@chickenswallow but if you trained the robot to keep track of the frame rate then it could get the 1f timings every time, same for humans
@@TylerClibbon Yeah... no it is very much not the same for humans. Our perception does not work that way, we don't see frames of the game, we observe a dynamic moving scene. Theres really nothing we in the game to give us hints about the internal frame switches (for polling). The game is not a 3600 bpm metronome we could just tune into the beat to acknowledge frames switching. Hitting dash back consistently simply is not a skill game for humans, its entirely luck based, and some controllers with defect give them for free. I fail to see the "hype" Also dash backs are not your traditional "1 frame" or "frame perfect" inputs; it would be a half frame perfect(orders of magnitude harder than frame perfect), IF there was a way for you to try time it. Now, actual "frame perfect" inputs do have a place in the competitive Melee, and I can see how they can be seen as "hype". That is techiques like grounded double shine etc. The key difference is that the "frame perfect" techniques that can be consistently executed are input sequence based, where you initiate the starting point, and then have to time the sequence correctly accordingly. For instance when you double shine, the jump input from the first shine determines when exactly you have to press b for the 2nd shine. And in this case *it does not matter* how the initial jump aligns with polling or ingame frames, as long as the time elapsed between the jump button press and the 2nd b input is close to perfect. And the better the timing, the more often you succeed. The timing, motion to press one button after another with correct time interval inbetween IS something we can teach ourselves. Our muscle memory is quite powerful. Btw, following your own argument, we ought not fix polling drift. We can easily make bot adjust timings to perform perfectly with polling drift, drift is not an issue at all for bot play now. If you were capable of pinpointing the exact moments frames changes and time accordingly, you could also easily adjust to the lag jumps that happen due to drift. Simplified, polling drift causes video lag to change abruptly every 8.33 seconds, by +-8.33ms, depending on the cycle point, in "entirely predicatble" consistent pattern. Polling drift is only a minor issue for "frame perfect" techniques. For instance, double shining perfectly is more consistent on console with polling drift than it is playing on pc with 1000hz overclocked OEM adapter with fixed polling drift. Only the once in 8.33 seconds lag shift frames are issue for input sequences.
@@Peikotus91 Seems like you don't understand, I'm not saying humans can percieve sub frame timings, only 60 fps. There are plenty of ways to get locked into the frame rate mentally without being mid action and relying on muscle memory/practiced timings: you can look at the other characters animations, the background, your idle animation etc. You saying it's not humanly possible doesn't make it true. Tons of people were hitting dashback consistently before UCF. The controller issue I'm more sympathetic to but I would rather we get rid of the malfunction(that allows free dashbacks on some rare controllers) with UCF than make all controllers have that malfunction, I think dashback being hard is a cool part of the game.
@@TylerClibbon "Seems like you don't understand, I'm not saying humans can percieve sub frame timings, only 60 fps." Well i certainly do not understand your point here. Human perception doesn't have any kind of fps. You're not seeing "only 60 fps". Meanwhile, to be consistent with dash back would *require* you to have very precise sub frame timings, since the entire rise time (5 - 8 ms) has to not contain a polling instance. How do you look at animation or background and somehow derive when polls happen from that? It's a very farfetched assumption to make. "You saying it's not humanly possible doesn't make it true. Tons of people were hitting dashback consistently before UCF." Nor is what you say backed by any evidence. And no, to our knowledge people definitely were not hitting (nonbuffered) dashback consistently before UCF on "properly" functioning controllers. Some claims of such were made, but video evidence was points very very hard toward the opposite, as does common sense. For instance, a top player claimed they can hit dash backs consistently on new controller with no PODE. So I asked them a tournament they used a new controller at where they thought they dash backed well. Not very surprisingly, they hit ~60% rate on dash backs in the match i went over. "I think dashback being hard is a cool part of the game." Well it could be cool if it was hard. But it is not hard, it simply requires luck.
I heckin love these vids! They’re always in good faith, super informative, and well put together to where you can learn stuff that goes beyond melee, too!
Vanilla is good idk why it gets hate, fucked up
I thought default was just called vanilla because it’s common… didn’t realize ppl were hating on a solid ass flavor
Does the physical "wiggle room" of a controller have any impact on the games deadzone? I thought it was purely a mechanical degradation in the stickbox. Isn't the distance from the center, as read by the potentiometers, still the only thing that affects the deadzone? If you used brand new potentiometers with a loose stickbox it would still have no pode and worst vanilla dash back right?
sick arasaka shirtt
Awesome thanks for the video!
Betteridge's law of headlines
Glad there’s no issue 🙏
Slow turnaround is actually the intended behaviour. 1 frame dashback is the bug so really we arguably should've just removed dashback entirely.
what makes you think slow turnaround is intended and 1 frame dashback is the bug? I would argue starting a slow turn around animation (that's also when you tilt the stick slowly) then cancelling it after a few frames into a dash is the more strange and buggy outcome than just dashing backwards on the frame you input it like dashing forward
look its cody schwab
“Hit the right button” 😅
First time watching channel, love the lands
ngl the only thing i disagree with the most here is baby, baby is insanely hard to master due to how unique he is, no other character has real ki blasts loop like that unless you count krillin and his bs.
FRENCHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
*Say the name, cameramonkey...*
Bro that's a cool ecorp shirt AND you look like mr robot
the fact that a french person was right keeps me up at night
1:53 One byte? Don't you mean two?
P2 is the big brother
lmao imagine cheating in a 20 year old game
Hi I know this is an older video but I don’t understand any code. Could you release a easy start to play melee ai to play against that learns over time
Put smashbot in adventure
and then Sail comes out with a video called "how my machine learning bot passed as a human player"