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« on: August 22, 2011, 12:27:53 PM » |
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That should be a amazing idea, i can see people work on a software for DAE to MDL0 so why not a software for decrypts the replay? That should be awesome.
What do you think? It's possible or not?
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« Reply #1 on: August 22, 2011, 12:29:54 PM » |
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Not. Replays are merely values that are needed for the game to reproduce the match. You'd have to rewrite ENTIRE Brawl to do this.
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As you may have noticed, I don't answer PMs with problems anymore.
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« Reply #2 on: August 22, 2011, 01:10:44 PM » |
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Replays only record the buttons used in the fight, try making a reply without hacks and watch it with hacks on. The characters will act weird and SD all around.
So to me, i doubt it's possible.
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« Reply #3 on: August 22, 2011, 02:07:43 PM » |
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What would you like to accomplish by decrypting the replay? As stated before, the replays are just recorded sequences of button mashing instead of actual video of the fight. I was just curious as to what you would do when the replay was decoded.
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« Reply #4 on: August 22, 2011, 03:11:49 PM » |
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I'd think of a few uses honestly. Like, make some "ToS" without the real need of tools, or if you had a PSA and saved a replay but you then changed a few things in timing, you could fix it out... or A mechanima by taking controll of the camera (If it's recorded, though it's possibly psa'ed)
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« Reply #5 on: August 22, 2011, 05:01:14 PM » |
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as everyone else has stated, replay data is recorded button data, and is the same data used in net battles.
CPU's actually follow their own path in a replay or across the net. (it helps in sending or recording less data)
take an observation of a CPU in a B- replay, and watch what happens in brawl... (the CPU follows it's own commands) ^that means that if you follow an accurately timed battle, you'll get the same result.
commands sent across the net also explains why it de-syncs with an interruption... if positioning data was sent, there would be no de-syncs, as the character you're against would say... "poof" to it's new position. look at Minecraft networking for example.
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« Reply #6 on: August 23, 2011, 02:19:23 AM » |
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one thing that certainly could be useful is to decode what attributes the particular stage to the replay. Then it could allow you to move a stage to a different slot, yet still view the replay without needing to switch everything back.
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« Reply #7 on: August 23, 2011, 03:26:14 AM » |
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as everyone else has stated, replay data is recorded button data, and is the same data used in net battles.
CPU's actually follow their own path in a replay or across the net. (it helps in sending or recording less data)
take an observation of a CPU in a B- replay, and watch what happens in brawl... (the CPU follows it's own commands) ^that means that if you follow an accurately timed battle, you'll get the same result.
commands sent across the net also explains why it de-syncs with an interruption... if positioning data was sent, there would be no de-syncs, as the character you're against would say... "poof" to it's new position. look at Minecraft networking for example.
That's actually how the SSBM net code was done was with Positioning....
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« Reply #8 on: August 23, 2011, 10:02:42 AM » |
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As everyone already stated, but putting it shortly: converting the replay files to video is not possible. You need to record the video yourself.
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ㅤlㅤ
ㅤlㅤ
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« Reply #9 on: August 23, 2011, 11:12:59 AM » |
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That's actually how the SSBM net code was done was with Positioning.... I don't think so, because a de-sync only happens when you're still brawling on your wii while the other person gets "GAME!" (both wii's then freeze because their wii would be on the result screen)
I've also had an instance where I was on center stage on mine, but I was holding the left edge on theirs.
if networking was done with positioning, that wouldn't happen.
I know this because the person I was brawling was also on my chat.
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« Reply #10 on: August 23, 2011, 04:20:52 PM » |
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I'll re-quote:
commands sent across the net also explains why it de-syncs with an interruption... if positioning data was sent, there would be no de-syncs, as the character you're against would say... "poof" to it's new position. look at Minecraft networking for example.
And I said That's how the GC's SSBM (Yea know, MELEE) online net code was designed.
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« Reply #11 on: August 23, 2011, 07:03:01 PM » |
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I'll re-quote: And I said That's how the GC's SSBM (Yea know, MELEE) online net code was designed. O.o hmmm... interesting...
where'd you hear that from?? :/
I have the SSBM files as well and am now all the more interested in looking into them
but brawl would need a re-design as positioning data is a bit much, and would cause alot more lag depending on network packet size... >_>
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« Reply #12 on: August 23, 2011, 08:05:02 PM » |
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http://www.fuzziqersoftware.com/forum3/I've actually played Melee online. And it "rubber bands" like you said when there's been lag. Sometimes it did freeze but it wasn't often. It's used with a program called GCARS-CS. Never got around to trying the other games that it supported online... though I helped get SC3 online ^_^ (or was it 2 that had link? o.O
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« Last Edit: August 23, 2011, 08:06:53 PM by Ӄit ßallarɖ »
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« Reply #13 on: August 23, 2011, 08:12:34 PM » |
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SC2 had link, yes.
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FC: 2191-7379-6272
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« Reply #14 on: August 23, 2011, 09:17:21 PM » |
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SC2 had link, yes.
Ok XD Been forever since I even goofed with it...
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