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SF4 Show-off v0.6 Author: Lullius Homepage: www.slitherware.com Contributor(s): ilitirit ----------------------------------------------------------------------------------------------------CHANGELOG (v0.

6 - 24th, dec, 2013) Happy holidays! Added the possibility to customize the buttons. Made SF4SO read its cofiguration from text files, it will now work with every fi ghting game provided you can get the pointers needed. Added the possibility to write the current frame to the listbox. Added loop functions. Added the possibility to edit scripts directly in SF4SO. Added the "goto" and "dist" commands. This should make spacing easier. Added "//", "/*" and "*/". These are used to make comments in the script. New version of SF4ST (it's the same version that was linked in the shoryuken.com forums). (Invisible changes...) Too much to write down... ----------------------------------------------------------------------------------------------------CHANGELOG (v0.5 - 9th, nov, 2013) Remade the entire waitframes function. None of the old scripts will work with th is release, but SF4SO should be able to press buttons much faster. It can now do standing 720's. Removed all the demos, as they won't work with this release. Added 2 RSF demos which wouldn't have been possible using SF4SO 0.4 and below. (Invisible changes...) Added new pointers for framecounter which never resets. ----------------------------------------------------------------------------------------------------CHANGELOG (v0.4 - 2nd, nov, 2013) Both SF4SO and Peeker should now work on the Steam version of SSFIVAE! Added a lot of Abel-infinites to the demos. +A few things I've forgotten as usual. (Invisible changes...) Moved stuff around, tidying up (the code still looks like a mess). 0x10C0 :) ----------------------------------------------------------------------------------------------------CHANGELOG (v0.3 - 14th, oct, 2013): Fixed Chun-Li's infinite. The v0.2 I released wouldn't run the script correctly. Fixed a bug which caused SF4SO to not always know what's forward and back. It sh ould no longer be necessary to re-enter the stage because of this bug happening. New helper program - SF4 Peeker. Will make it easier to distance yourself as nee ded for certain combos. Useful for some other stuff too. Added a new Sakura combo to the demos (in the corner, distance ~2.15-2.2, use SF 4 Peeker to get it right). +A few things I've forgotten as usual. (Invisible changes...) Optimizations.

Combined more functions. ----------------------------------------------------------------------------------------------------CHANGELOG (v0.2 - 5th, oct, 2013): Moved hotkeys to F1, F2 and F3. The reason for this is if you were running a scr ipt in SF4SO v0.1 and tried to push a hotkey, SF4SO could accidentally press 1,2 or 3 w hile you were holding the Ctrl-button, and SF4SO would interpret that as if you pressed anothe r hotkey, and start more scripts. Added a new hotkey: F4 now stops all scripts currently running. Made the stopping of scripts much more reliable. Fixed bug where pushing P2's back-key would actually press P1's back-key. Added check to see if a script is already running, before running a new one. Added Chun-Li's infinite combo to the demos. +Many things I've forgotten (Invisible changes...) MAJOR overhaul of many functions. Especially the execute-script function. Combined a lot of functions. Instead of having a function for P1 and a function for P2, now one function works for both players. -----------------------------------------------------------------------------------------------------

What is SF4 Show-off? SF4 Show-off (from now SF4SO) is a scripting tool for Super Street Fighter 4: Ar cade Edition v2012. With it, you can make the game do combos with an accuracy of 1 frame. No more un reliably waiting 16.6ms between frames. You can also use it to just check things out. Ever wondered who would win if Ryu and Akuma both do a DP on the same frame? Well, now you can find out. How can SF4SO be accurate down to 1 frame? It's simple, really. It reads the game's memory. Everything about SF4 is stored in it's memory, even which frame it's on. Once you know the address in memory, you can just wait until the correct amount of frames has passed, then continue the script. SF4SO will still work eve n if SF4 for some reason slows down. SF4SO does not write anything to SF4's memory, it only reads it. Cool, but how can I make SF4SO do all the stuff I've seen in combovideos on Yout ube? You need to write a script for SF4SO before it does anything. There are a few ru les you must follow to make it work correctly. These are: . = wait 1 frame .. = wait 2 frames .2 = wait 2 frames. As you can see, it's the same as the one above. Instead of w

riting "...", just write .3 etc. LP/lp = light punch. You can write either lp or LP, but NOT lP or Lp! The same a pplies to every attack. MP/mp = medium punch HP/hp = hard punch LK/lk = light kick MK/mk = medium kick HK/hk = hard kick 2P/2p = 2 punches at the same time. It's used for ex moves and so on. (but you s hould probably just use "(mphp)", see more below) 2K/2k = 2 kicks at the same time. It's used for ex moves and so on. (U)/(u) = up (D)/(d) = down (B)/(b) = back (SF4SO knows which side you are on, no need to think about left o r right, any combo works in both directions) (F)/(f) = forward QCF/qcf = Quarter circle forward (again, SF4SO knows which side you are on, QCF is always quarter circle FORWARD) QCB/qcb = Quarter circle back DP/dp = Shoryuken move, uppercut, dragon punch, whatever you kids call it nowada ys :). // = Everything after "//" on the same line is ignored by SF4SO. /* and */ = Everything between "/*" and "*/" is ignored by SF4SO. goto = Moves the player to the position you want. goto5.5 moves the character to x=5.0 and so on. There MUST have a "." in the number. dist = Sets the distance between the characters. dist2.1 moves the character unt il the distance between the characters is 2.1. There MUST have a "." in the number. It doesn't matter if you write it all on the same line, or make a new line for e very move. WARNING: QCF, QCB and DP are not perfect. This means that they work, but are pro bably not optimal (fewest possible frames). DP uses the shortcut DF->-D->DF. If you need the last forward (without the down) , just add it like this: DP.(f) You can't push buttons without at least 1 frame in between. "lp.lp" will work, b ut "lplp" will only register as 1 lp. This is the way the game is made, and there is nothing I can do about it. Now comes the hardest part: ( and ) are used if you want to press more buttons at a time. It does NOT matter which order you write them in. (ub) will jump backwards. So will (bu). (dfmkhp) will press down forward medium kick and hard punch. (uflpmphp) will jump forward and press light punch, medium punch and hard punch. All at the same time. + and - are used to hold or release a button. You can only use them inside a (). (+mkmp).40(-mkmp) will hold mk and mp for 40 frames (focus attack). Remember to always release buttons you are holding, or unwanted things may (and probably will) happen. (+b).50(hp).5(-b)(fmphp) will hold back for 50 frames, then press hard punch, th en wait 5 frames, then release back and press forward, medium punch and hard punch (ex sonic boom).

If you still are unsure how to write scripts, take a look at some of the demos I 've included in the Demos folder. What do you mean when you say SF4SO can be used with other games as well? From v0.6 SF4SO reads its configuration from text files. These are stored in fol ders inside the SF4SO directory. 5 text files are needed to make SF4SO compatible with other games. These are p1.txt, p2.txt, framecounter.txt, windowname.txt and gamename.txt. gamename.txt needs to contain the name of the exe-file of the game (without the ".exe"). windowname.txt needs to contain the name of the window of the game. p1.txt, p2.txt and framecounter.txt needs to contain pointers to the relevant information. I will not go in detail on how to obtain these. Take a look at the text files provided with SF4SO, they should give you a hint on how to write these files correctly. They can be int or float. If you don't need the baseaddre ss, simply skip that line. What is SF4 Peeker? SF4 Peeker is a program you can use to get information from SF4. It tells you th e position of each of the players (both X and Y), their health, ex meter, ultra meter and distance. It also shows a combo counter (which doesn't stop at 99), and tells you how many frames it's been since the players pushed a button. SF4 Peeker can also toggle Input Display and Attack Data on and off for BOTH pla yers. This works only in training mode (I hope). Toggling Input Display or Attack Data WRITES TO THE GAME'S MEMORY! I'm 99% sure it doesn't work online, and if it does, you will probably get a ban for using it!!! What are the limits of SF4SO? If you have a slow computer, SF4SO MIGHT miss a frame. SF4SO will not check the script before running it, if there's a mistake in the s cript, SF4SO might crash, or most probably just hang/freeze. If you stop a script that is running, and "Stopped" doesn't appear in the listbo x, it's because SF4SO is still waiting for a move to finish before stopping. Just switch to your SF4 window and manually move the player you are stopping. If it still doesn't stop, try hitting the stop button more times, or just restart SF4SO. I think this bug is gone in v0.2 and newer versions. IMPORTANT: SF4SO will ONLY work with the newest version of SSF4AE2012 out today 2nd novembe r 2013). If you can play online, you probably have the correct version. When you right-click SSFIV.exe->P roperties->Details it should say File version 1.5.0.1. As of v0.6 you can manually update the game config, so v0.6 and newer will alway s work provided you can get the pointers needed. You CAN'T start a script with DP->Waitframes. For some reason, that I haven't fi gured out of yet, the DP motion won't trigger the "player-has-pushed-a-button"-function. Without that, SF4SO can't cou nt frames. Try doing a manual DP instead (maybe something like this "(+df)(-f).(+fhp)(-dfhp)"). This should be fixed in v0.5 and above. There are 4 hotkeys you should know, these are:

F1 F2 F3 F4

= = = =

Start P1 Script Start P2 Script Start both scripts at the same time Stop scripts

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