SSBM Impractical TAS: DSmash-FSmash Wobble (with Scripting Proof-of-Concept Input Mapping)
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- Опубликовано: 14 окт 2024
- I've been posting some smaller videos on Twitter. Check them out here: / media
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This is a proof of concept of something I've been working on for a little while: Scripting!
I've set up a system of programs that, when put together, massively speed up my ability to create TASes. I can now write scripts that pass virtual controller presses to Dolphin; this lets me rapidly change things and removes the inconsistency that comes with manually inputting commands myself.
I'd like to do a full writeup, but I'm not sure if I have the time. For now, here's a brief overview of the process.
The programs I'm using are:
Dolphin 4.0-9410 (the best Dolphin for TASing, in my opinion)
AutoHotkey (scripting language)
evilC's AHK-CvJoyInterface (a library for Autohotkey that lets me use virtual controllers)
x360ce (to map these virtual controllers like GameCube Controllers)
lifning's Padpyght (for the input mapping you see on screen)
ffmpeg (for audio and video conversion things)
ms4v's GameCube adapter driver (to use my physical GameCube controller with the input mapping)
Here's how it works:
1) I use Autohotkey, CvJoyInterface, and a script that I wrote, to set up four generic virtual controllers.
2) I use x360ce and Dolphin to turn the generic virtual controllers into virtual GameCube controllers
3) I write another script, custom to this video, to map out every button press in the video, from start to finish.
4) I turn on Padpyght and run the script, which passes the inputs to Dolphin in slow motion. I also run OBS at the same time, which records the Padpyght window. (This step is temporary; I should replace it with Avisynth soon, because this way doesn't show all of the inputs in the final video)
5) I save the Dolphin input file, then run it back into Dolphin to record the resulting video
6) I perform bunch of uninteresting conversions using ffmpeg to cut down file sizes and convert the video files into more usable forms
7) I splice everything together in a video editor so it's good to publish
Good, the pain ends faster
This is a proof of concept of something I've been working on for a little while: Scripting!
I've set up a system of programs that, when put together, massively speed up my ability to create TASes. I can now write scripts that pass virtual controller presses to Dolphin; this lets me rapidly change things and removes the inconsistency that comes with manually inputting commands myself.
I'd like to do a full writeup, but I'm not sure if I have the time. For now, here's a brief overview of the process.
The programs I'm using are:
Dolphin 4.0-9410 (the best Dolphin for TASing, in my opinion)
AutoHotkey (scripting language)
evilC's AHK-CvJoyInterface (a library for Autohotkey that lets me use virtual controllers)
x360ce (to map these virtual controllers like GameCube Controllers)
lifning's Padpyght (for the input mapping you see on screen)
ffmpeg (for audio and video conversion things)
ms4v's GameCube adapter driver (to use my physical GameCube controller with the input mapping)
Here's how it works:
1) I use Autohotkey, CvJoyInterface, and a script that I wrote, to set up four generic virtual controllers.
2) I use x360ce and Dolphin to turn the generic virtual controllers into virtual GameCube controllers
3) I write another script, custom to this video, to map out every button press in the video, from start to finish.
4) I turn on Padpyght and run the script, which passes the inputs to Dolphin in slow motion. I also run OBS at the same time, which records the Padpyght window. (This step is temporary; I should replace it with Avisynth soon, because this way doesn't show all of the inputs in the final video)
5) I save the Dolphin input file, then run it back into Dolphin to record the resulting video
6) I perform bunch of uninteresting conversions using ffmpeg to cut down file sizes and convert the video files into more usable forms
7) I splice everything together in a video editor so it's good to publish
This is way more elaborate than I imagined it to be. Impressive.
Thanks guys
Faster wobbling could help in doubles.
20IC is here
20ICU
wobbles would be proud
more like nintendude
why not both?
I tried to do the wobble in a tournament but, I thought I needed to keep pummeling to not break the grab. I'm a melee virgin after all.
Wow this actually works!
Hey did you know that those real perfect bot tourney matches wouldn't happen in real life even with perfect inputs and reaction time. This is because of the 5-7 frame input delay that melee has. That means that certain fast move reads like a random marth f-smash couldn't always be reacted to because of the delay so technically mango could still get some hits off on the tas bots.
It's actually about 3.5-5 frames, so the bot wouldn't be able to react to certain fast moves, but for the most part it would work the same way. I use a bit of artistic license in some cases for a better video anyway. Check out SmashBot if you're interested in seeing something like this happen live: ruclips.net/video/Gb3v6uPuKic/видео.html
I feel like I remember seeing a Non-Practical TAS channel before, but maybe you'll try it. I was wondering if you could get four Falcos to upB ledge stall on the same ledge, essentially all of them taking turns. 0:
There's all sorts of ledge shenanigans in Perfect Control (ruclips.net/video/wYlXIjMfWbE/видео.html) but surprisingly not four Falcos. It is possible, thank you for the suggestion.
What if this were legal instead of normal wobbling because it's harder and ends stocks faster. ICs will become a much cooler character and people will like them more, yet they still have an infinite
Would this be less impractical on the Smash Box?
No. It's a timing thing, not something that can be made easier with separate directional buttons or consistent angles.
practical! How much of your life have you spent working on melee?
Less than you would think, but more than I'm willing to admit.
Practical TAS 2: Melee Creations
That's honestly the best answer I have ever heard. I'm assuming you enjoy every second of it though :D
So I know fsmash has to be staled in order for it to not break grab, but i have no idea how you did you dsmash without breaking the grab?
Any attack that does 6% or more to a grabbed opponent (12% normally, because grabbed opponents take half damage) is guaranteed to break the grab.
Dsmash does 12% normally, but it gets staled by the initial, desyncing Dsmash (which hits before Fox gets grabbed), so it does less than 6% to the victim.
Fsmash does 14% normally, but the reverse hitbox does 11%, and that's the hitbox that I hit with in the wobble. This doesn't even need to be stale to work.
Yo thats lit. I know they aren't the most popluar character, but ice climbers are hella unexplored at the frame perfect level so its sick to see someone doing it.
Why doesn't the reverse hitbox fsmash need stale to work? You said any move that does 6% or more will break the grab, but the reverse fsmash hitbox does 11%?
when grabbed you take half damage so it actually does 5.5%
Ah alright I didn't know that. Thanks
I know this is hella impractical but what about Fair wobbling or uptilt wobbling?
It's funny that you asked about those two in particular.
Fair: twitter.com/PracticalTAS/status/811879907492036608
Utilt: twitter.com/PracticalTAS/status/812124797551464449
Practical TAS 2: Melee Creations It's really because I heard something about it recently, it was probably because of these vids. I hadn't seen these vids yet :v
Also how hard are those two?
Fair isn't practical, but if you wanted to be technical you might be able to pull it off with practice
Utilt is absolutely TAS-only
Is this actaully a thing?