Clai
Smash Lord
Originally Posted by Brawlshifter:
While previous tests and projects have been associated with Ike, who has three MiscData files, my testing has been solely with Ganondorf, who has two MiscData files. In addition to the MiscData files that are specialized for each character, there are also four MiscData files (located in the fighter.pac) that illustrate general CPU behavior. For example, when I replaced the data in Ganon's specific MiscData files, the CPU still does specific actions such as air dodge after it gets hit and taunts when the player gets killed. There's potentially other actions that can be controlled with this as well, but knowing what will take loads of effort. I have so many questions that we can help solve, and I hope people are willing to help make this a success!
I will update the OP with all the new information once something is released. It is up to the developers when they release anything, so be patient and give them our best wishes.
I have agreed to take ownership of this thread because I'm as intrigued as anyone to get as much knowledge on the AI as I can. While Brawlshifter has been looking into the AI for PSA purposes, I want to look at the computer's behavior in vBrawl and figure out how we can change it somehow. I'm going to overhaul this as much as I can to reflect my purposes, but my hacking knowledge in general is really limited, so I would greatly appreciate it if other people can help me out on this. I'll explain what I've done so far:With custom PSAs and sometime soon model injecting, we don't want our new characters running around like idiots missing every move they use and throwing Smart Bombs at themselves, do we? I think not, and so I figured I'd look into AI in more depth than I think has been done before and find out what does what in the MiscData[0] files. There are many things this can be useful for, I'll use some already made PSAs for example:
I'll start with Eldiran's Zero. Now, I haven't played the Megaman games, so I don't know how he acts in the game, but I noticed Eldiran lowered his jump height and upped his gravity. I've seen that something in AI affects how high the character will try to jump, so if we knew what that was we could increase it just enough so that he will actually try to make it to where he is jumping to.
Next I'll use Shadics Geno for an example. Shadic completely took away Geno's sword, so that generally means his attack range is decreased. I noticed AI contains something that tells the character how far away he can be and still hit the enemy, so if we could decrease that just a bit Geno would have a better chance of hitting someone. So on and so forth.
So, I will continue to do testing and find out what offsets do what in the AI files, but I can't do it all myself. There is far too much for just myself to test, so I ask that others can look into other characters and offsets and help me find out what specific parts do, that way I can archive them and we can actually use them for something. I understand that most likely the only people who read through this whole thing are programmers and coders such as Dantarion and Eldiran, and I hope that I can get the help of people like you, who really know what they are doing, (no offense to anyone else) and perhaps some time in the future some programmer *cough*Dantarion*cough*SqLeon*cough* can make some type of program or at least a part of something *cough*OpenSA2*cough* that can read these files so that we can easily edit them without the hassle of hexing.
So please, help me out here! All tests will go in post #3 and all projects will go in post #5. Everyone, if you want to help, please tell me every single detailed step you took in a test (that means each offset that you edited and what you edited with, etc.) and what all of the results were exactly, and I'll add your test to the 3rd post. Please don't leave out any details, we need all the info we can get.
While previous tests and projects have been associated with Ike, who has three MiscData files, my testing has been solely with Ganondorf, who has two MiscData files. In addition to the MiscData files that are specialized for each character, there are also four MiscData files (located in the fighter.pac) that illustrate general CPU behavior. For example, when I replaced the data in Ganon's specific MiscData files, the CPU still does specific actions such as air dodge after it gets hit and taunts when the player gets killed. There's potentially other actions that can be controlled with this as well, but knowing what will take loads of effort. I have so many questions that we can help solve, and I hope people are willing to help make this a success!
I will update the OP with all the new information once something is released. It is up to the developers when they release anything, so be patient and give them our best wishes.