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?
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.
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.
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.
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)
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.
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.
Quote from: Tcll on August 22, 2011, 11:01:14 PM
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....
As everyone already stated, but putting it shortly: converting the replay files to video is not possible. You need to record the video yourself.
Quote from: Ӄit ßallarɖ on August 23, 2011, 09:26:14 AMThat'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.
I'll re-quote:
Quote from: Tcll on August 22, 2011, 11:01:14 PM
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.
Quote from: Ӄit ßallarɖ on August 23, 2011, 10:20:52 PMI'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 :D
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... >_>
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
SC2 had link, yes.
Quote from: ForOhFor Error on August 24, 2011, 02:12:34 AM
SC2 had link, yes.
Ok XD Been forever since I even goofed with it...
Quote from: Ӄit ßallarɖ on August 24, 2011, 02:05:02 AMhttp://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
nice :D
and I've tried battling online with Dolphin, but have had no success... =3=
I guess either it's still experimental, or no-one uses it...
but yea...
I'll definitely take a look at this :D