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FAT - SFV & USF4 Frame Assistant Tool

  • 25-04-2014 3:23am
    #1
    Moderators Posts: 8,678 ✭✭✭


    Hey guys! I mentioned a while back that I had made a python script that allowed someone to check the amount of frames between one blocked move and the startup of another. Well, that has sort of evolved somewhat and I'm happy to give you guys WORLD EXCLUSIVE access to the program!

    http://www.fullmeter.com/fg/fat/

    This is the culmination of about 3 weeks of straight coding and is my first foray into Javascript programming. I'm pretty proud of it, but of course I'd love to hear your feedback/criticism on it as it will help shape the program.

    FAT is currently in alpha. What does that mean? Well it means I just finished adding the character data yesterday, so it's a bit of a mess atm! However, as far as I can tell looking at characters I know it's working pretty well at a very basic level so please feel free to use it.

    The most important thing you guys can let me know is if the frame data for your character is wrong. I used a python script I wrote called "Frame Scraper" to pull all the frame data from FrameData.net (fantastic resource, well worth checking out) while renaming the moves (fierce >> hp etc.) and also removing HTML code that wasn't needed; so there's a chance that a) Some of the moves are renamed poorly b) some of the moves aren't even there c) There's still HTML code bolted on to the names of the moves.
    If you spot any of the above problems, please let me know and I'll get on it immediately. If FAT is giving you an answer you know is incorrect, please let me know in here/by PM/IRC and I can look into why that is happening and rectify the problem.

    One other thing to note is that for things like punish lister, FAT is purely comparing frame data; it can not tell (and could never feasibly tell without some sort of insane emulation set-up) whether you'll be in range to actually use a move. For instance, if you block Ryu's sweep (-14), it might tell you to punish with cr.lp for an 11 frame punish or whatever. However, you're unlikely to be in range for such a move half of the time. This is a limitation of what I can do with the code. Building in the functionality to measure distances is practically impossible.

    Most of all though, I hope you find FAT useful and simple to use. I'd love your feedback, so please let me know. Thanks!

    EDIT: Fireballs in particular are a problem atm, I'll work on those after I've made a main menu button :P


Comments

  • Registered Users, Registered Users 2 Posts: 11,041 ✭✭✭✭chopperbyrne


    Good stuff Onion.

    First thing I've noticed is that it says cl.MP to Forward Throw for Yun is a 2 frame link.

    Maybe just remove throws from the linking section.


  • Moderators, Music Moderators Posts: 25,868 Mod ✭✭✭✭Doctor DooM


    Well donion!

    It doesn't seem to have different strengths for barlog's specials if you choose him as an opponent for punishes fyi. Haven't checked further on that.


  • Closed Accounts Posts: 2,878 ✭✭✭bush


    Where the blankaman


  • Moderators Posts: 8,678 ✭✭✭D4RK ONION


    Thanks for the feedback. Just discovered a big flaw with the site I took the frame data from in that all their target combos are showing frame data for the second move so that's not helpful for things like frametraps. Anywho, I'll fix that in the morning.

    I've added a main menu button and done a bunch of wee fixes. There's a to-do list at the bottom of the page, so if you don't see an issue there, please let me know! I've also started a changelog here. Version numbers are totally made up for the craic.


  • Registered Users, Registered Users 2 Posts: 8,070 ✭✭✭Placebo


    Fairplay, i can only comment on the javascript at the moment lol.
    In the future, definitely consider http://handlebarsjs.com/
    this will allow you to actually render json MUCH quickly and easily

    i.e you could just do {{Abel.cl.lp}} etc
    you can easily loop through stuff and set up partials/helper methods,

    anyway good work


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  • Moderators Posts: 8,678 ✭✭✭D4RK ONION


    Appreciate the kind words Farz! I wanted to write this whole thing in javacript with no libraries as it's my first project but I'll definitely look into handlebars in the future for other stuff, I've never heard of that one. Mainly just everyone always on about jquery haha.

    To give people a general update on the website, I've made a bunch of fixes and upgrades to the program, both visually and internally. I'm about 40% of the way through manually going down through everyone's moves (20000 lines of code ;_; ) and ensuring that they have the correct framedata and attributes. Even so, I'm only human so if you spot any errors in the output now, specifially for characters alphabetically down to Guy let me know.

    I've been implementing lots of people's suggestions too (changelog here) as they're usually good ones so if you have an idea, big or small, let me know as I'd love to continue to make the program better.

    EDIT: All characters have now been sifted through... phew!


  • Moderators Posts: 8,678 ✭✭✭D4RK ONION


    The program is all but finished, just gotta keep fixing wee bugs I come across. Submitted it to SRK but don't expect them to actually put it up :P

    Meanwhile, I've started working on the app version. Perdy!

    2014-05-09


  • Moderators Posts: 8,678 ✭✭✭D4RK ONION


    After about 4 months of programming we're finally here! Ver 1.0.0 of FAT has just hit the android store, 100% free of charge and just in time for Ultra!

    https://play.google.com/store/apps/details?id=com.fullmeter.fat

    You can do all the stuff from the original webapp and also take notes on any character and any match-up.

    If you like it, the number one way to help me out is to leave me a nice rating.


  • Registered Users Posts: 2,237 ✭✭✭Owwmykneecap


    Would it be possible to have all the moves list out rather than selecting them individually.

    I.e. Gief

    Move startup - Active - Recovery +/- hit +/- Block

    Cr.lk - 3 6 2 +3 +1

    Cr.mk 5 8 4 +2 -1



    Etc Etc

    And maybe quick bubbles at the top for the diff catagories of movies if you didnt need his entire move set?

    only barely played around with it so apologies if some thing similarexists.


  • Registered Users, Registered Users 2 Posts: 2,328 ✭✭✭Nutrient


    I can't find any frame data on Haggars pipe.


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  • Moderators Posts: 8,678 ✭✭✭D4RK ONION


    Holy ****. This basically exploded overnight thanks to an ultra David rt. Amazing!
    Would it be possible to have all the moves list out rather than selecting them individually.

    This is in, "all moves" from the drop down in moveprop section. Then hit the green buttons to filter out moves.


  • Registered Users, Registered Users 2 Posts: 574 ✭✭✭TheMikenyan


    This is sick, dude, nice job!


  • Moderators Posts: 8,678 ✭✭✭D4RK ONION


    Thanks Mike, and thanks to the Irish scene for all the good play service reviews! Version 1.0.1 is up now, including a suggestion from someone in IRC (emSixTeen) to have a way to pick your favourite characters. I also have the CH "bug" for light moves fixed.


  • Moderators, Computer Games Moderators Posts: 15,237 Mod ✭✭✭✭FutureGuy


    Great job Onion.


  • Registered Users Posts: 40 TurboTaco


    Nice app


  • Moderators Posts: 8,678 ✭✭✭D4RK ONION


    Ver 1.0.2 has gone up on the Play Store!
    Ver 1.0.2
    * The 5 newcomers have been added to the Roster! All frame-data and functionality is now available for Decapre, Elena, Hugo, Poison and Rolento!
    * Active Frames now available for the entire cast via "Move Properties" mode.
    * Improved Back Button Functionality (works as it should have).
    * Fixed a bunch of little errors in the frame data DB
    * Added the new donators to the credits screen. Please email me when you donate at super level or higher!
    * Added Abel f.mk xx dash to his move list.

    In other news, I got a shoutout on the Tuesday show today, I'll link it once it goes up on YouTube. I'm currently at more installs than the official BradyGames app too which is nice.

    iOS version is currently in review with apple, so hopefully it'll be out before the week is over.


  • Registered Users Posts: 1,112 ✭✭✭Danonino.


    This is brilliant :D awesome stuff. Showing myself for the fraudulent fighter I am but anyone have a Linky to a post explaining frame traps?

    I understand the theory and used ones recommended to me. I know you want to leave a gap so that you interrupt the start up of the button you opponent presses but I have no idea what to look for. Well I do but I have a feeling I'm approaching it the wrong way.

    Throws startup in 3 now I think, so does that mean I leave a 2 frame gap to inturrupt crouch tech? Or does that even make sense :/ a two frame gap would only result in further block even if they hit cr.lk (3 framer) no? Urrgh my brains.


  • Moderators Posts: 8,678 ✭✭✭D4RK ONION


    Have you tried clicking the wee "?" in the top right corner of each mode? I think I did a half decent job of explaining how they work. Mostly you're not trying to catch throws, but crouch teching and delayed crouch teching.


  • Registered Users Posts: 1,112 ✭✭✭Danonino.


    Ah, thanks :) to the lab


    Edit: yep this app is genius.... Very genius


  • Moderators Posts: 8,678 ✭✭✭D4RK ONION


    Ver 1.0.3 is up on the Play Store!
    Ver 1.0.3
    * Changed "Move Properties" - now called "Frame Data"
    * Data is now displayed in tables in "Frame Data" mode
    * Made it so "All Moves" is automatically selected when entering "Frame Data" mode
    * Fixed some errors in Fei Long's Rekka Frame Data, thanks Paul A.
    * Added the new donators who emailed me to the credits screen
    * Added a link to my twitter to the main menu.
    * Usual Frame-Data DB Sanitising
    * Cleaned up the text in the help boxes and expanded 'Frame Data's help box

    iOS version is STILL in review. On the plus side, once it goes up, I can put Ver 1.0.3 up for review so you'll get all the stuff I was working on roughly the same time.

    PS: If this is annoying, I can stop, np


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  • Registered Users, Registered Users 2 Posts: 2,396 ✭✭✭PPC


    D4RK ONION wrote: »
    iOS version is STILL in review.

    The first sub of a new app can take unto 2 weeks to go live, updates should go up in about a week. :(


  • Moderators Posts: 5,561 ✭✭✭Azza


    Would it be possible to get line breaks for the notes section so everything isn't squeeshed together?

    Incidentally Chun can punish Bison's LK.SK with her MK.Super due to the slow down of the super flash causing his move to recover 1 frame later.


  • Moderators Posts: 8,678 ✭✭✭D4RK ONION


    Azza wrote: »
    Would it be possible to get line breaks for the notes section so everything isn't squeeshed together?

    This update is just for you so Azza!
    Ver 1.0.4
    New Feature: Formatting in Character Match-Up notes! You can use <h3>, <b>, <i>, <u>, <li>, <ul> HTML style e.g. "<b>Bolded writing</b>" will become "Bolded writing". You can also simply press return/enter to go to a new line now. I also added a formatting legend to the text box plus a settings menu option to disable it

    Implemented Menu Screen donator messages.Rules for these messages: Only show up 40% of the time you return to the main menu, never twice in a row, never the same message twice in a row. On top of the above non-annoyance measures, the messages are placed between all the actual modes and my "donate" button, so nothing will ever get displaced off the screen by it, or moves.

    Added the "Unlisted Change List" that have been confirmed to the Frame-Data from the SRK thread.

    Improved how the main menu is laid out. Devices running Android 2.3.x should see a big improvement


  • Registered Users, Registered Users 2 Posts: 3,239 ✭✭✭UberPrinny_Baal


    FAT's mention on Ultrachen TV, with link to app store in the youtube description

    https://www.youtube.com/watch?v=NN0dl7WZqOg

    Dark Onion not mentioned by name. Still not internet famous. Tsk


  • Moderators Posts: 8,678 ✭✭✭D4RK ONION


    K-Brad and Gootecks singing my praises



    Around the 9 minute mark


  • Registered Users Posts: 1,966 ✭✭✭ayjayirl


    a goo-salute. Gowan d'onion.


  • Moderators Posts: 8,678 ✭✭✭D4RK ONION


    FAT is now at Ver 2.0.0

    What's changed?
    * Street Fighter V characters included, along with full frame data, calculation and notes support!
    * Complete visual and framework overhaul of the app!
    * New and improved notes, with complete markdown support!

    There's lot's of other smaller imrpovements like a toggle between "pretty" and "detailed" in the move list, and the frame data viewing has become a lot more detailed.

    https://play.google.com/store/apps/details?id=com.fullmeter.fat


  • Registered Users, Registered Users 2 Posts: 11,041 ✭✭✭✭chopperbyrne


    D4RK ONION wrote: »
    FAT is now at Ver 2.0.0

    What's changed?
    * Street Fighter V characters included, along with full frame data, calculation and notes support!
    * Complete visual and framework overhaul of the app!
    * New and improved notes, with complete markdown support!

    There's lot's of other smaller imrpovements like a toggle between "pretty" and "detailed" in the move list, and the frame data viewing has become a lot more detailed.

    https://play.google.com/store/apps/details?id=com.fullmeter.fat

    If you haven't already, start a thread in the SFV section of SRK and tweet any well known players you can.


  • Moderators Posts: 8,678 ✭✭✭D4RK ONION


    I'm in that process!


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  • Registered Users, Registered Users 2 Posts: 11,041 ✭✭✭✭chopperbyrne


    D4RK ONION wrote: »
    I'm in that process!

    One suggestion, lock the column headers row so it doesn't disappear off screen when scrolling.


  • Moderators Posts: 8,678 ✭✭✭D4RK ONION


    One suggestion, lock the column headers row so it doesn't disappear off screen when scrolling.

    This is something I actually tried to do, but within the current framework, couldn't get going. I'll look at it again though


  • Registered Users, Registered Users 2 Posts: 11,041 ✭✭✭✭chopperbyrne


    Just tweeted a few people the link.


  • Registered Users, Registered Users 2 Posts: 11,041 ✭✭✭✭chopperbyrne


    UltraDavid retweeted it, so that should get a few downloads anyway.


  • Registered Users Posts: 86 ✭✭Speedhaak


    Great initiative on this APP. Nice one dude. Downloaded and waiting for SFV :)


  • Registered Users Posts: 15 Sh4rin


    Thanks for doing this, what an amazing app dude.


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  • Registered Users Posts: 3,006 ✭✭✭Ramza


    Is there V Trigger frame data in this? Lots of characters have much different frame data on normals/specials when they enter V Trigger (Ken, Necalli, Cammy etc), would be handy to have it, as well as important.

    Move commands for certain command normals etc without having to click into said normal would be nice, because some of them have whack names. Just in brackets after or something would make it so much handier.

    Other than that, I'm going to be using this. The notes section is brilliant. How accurate is the data do you know? I tested lots of things during the beta from VFrames data and lots of it was inaccurate :( I'm guessing once the game launches lots of data can be fixed etc with further testing/datamining, since the final build will likely be a little different to other betas.


  • Moderators Posts: 8,678 ✭✭✭D4RK ONION


    Ramza wrote: »
    Is there V Trigger frame data in this? Lots of characters have much different frame data on normals/specials when they enter V Trigger (Ken, Necalli, Cammy etc), would be handy to have it, as well as important.

    VTrigger information is ready to go in the app, just waiting til the proper data drops on it.
    Move commands for certain command normals etc without having to click into said normal would be nice, because some of them have whack names. Just in brackets after or something would make it so much handier.

    I have a great idea to alleviate this issue, watch this space.
    Other than that, I'm going to be using this. The notes section is brilliant. How accurate is the data do you know? I tested lots of things during the beta from VFrames data and lots of it was inaccurate :( I'm guessing once the game launches lots of data can be fixed etc with further testing/datamining, since the final build will likely be a little different to other betas.
    You're a guy who knows his frames, would you like to help me with it? PM me your gmail A/C if you want in.


  • Registered Users Posts: 3,006 ✭✭✭Ramza


    D4RK ONION wrote: »
    You're a guy who knows his frames, would you like to help me with it? PM me your gmail A/C if you want in.

    Cheers for the reply. And the frame data being inaccurate on VFrames was likely down to inaccurate dumps from the game's data, or it being a little different in Beta 4 and the data being taken from previous Betas? My best guess. Some data being inaccurate is not really the fault of app creators such as yourself but more so the sources from which the data came from.

    Not sure how I could help tbh. The final version of the game day 1 is going to be different (not sure how different), so I am guessing some stuff will be different frame wise. Minor things. Overall 99% of the data was fine and worked great for me! But some of it was inaccurate from testing. Play it by ear for now, it's a new game and I'm sure 100% accurate data for the final build will come around in no time with some of the minor things fixed!


  • Registered Users, Registered Users 2 Posts: 11,041 ✭✭✭✭chopperbyrne


    D4RK ONION wrote: »
    You're a guy who knows his frames

    Is he?



  • Registered Users Posts: 3,006 ✭✭✭Ramza


    I actually cast my mind back to this moment upon reading Onion's post :pac:


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  • Moderators Posts: 8,678 ✭✭✭D4RK ONION


    Ramza wrote: »
    Cheers for the reply. And the frame data being inaccurate on VFrames was likely down to inaccurate dumps from the game's data, or it being a little different in Beta 4 and the data being taken from previous Betas? My best guess. Some data being inaccurate is not really the fault of app creators such as yourself but more so the sources from which the data came from.

    Not sure how I could help tbh. The final version of the game day 1 is going to be different (not sure how different), so I am guessing some stuff will be different frame wise. Minor things. Overall 99% of the data was fine and worked great for me! But some of it was inaccurate from testing. Play it by ear for now, it's a new game and I'm sure 100% accurate data for the final build will come around in no time with some of the minor things fixed!

    Ah yeah, I mean you can do some testing for me once the game is out if you like. Well, let's see how we go. Let me know anything accurate that's been discovered come game drop.


  • Registered Users, Registered Users 2 Posts: 8,070 ✭✭✭Placebo


    any plans for ios?

    BTW u can use this chrome extension/app to run android apps in the browser
    https://chrome.google.com/webstore/detail/arc-welder/emfinbmielocnlhgmfkkmkngdoccbadn?utm_source=chrome-ntp-launcher


  • Moderators Posts: 8,678 ✭✭✭D4RK ONION


    iOS will be out ASAP :)


  • Registered Users, Registered Users 2 Posts: 3,333 ✭✭✭Sairus


    Not compatible with my device. Sad face.
    I demand you cater to my unwillingness to get a new phone despite this one falling apart.


  • Moderators Posts: 8,678 ✭✭✭D4RK ONION


    Ver 2.0.3 is out on Android

    Get it here!

    You'll be prompted to allow the IAP permission, which I've had to add back in with the return of donations. Don't worry, nothing fancy behind a paywall.

    What's New:
    * Added the Frame Data, Move List and ability to take notes for F.A.N.G.
    * Tapping a move in moves list now brings you to the more detail screen for that move.
    * Added a welcome screen for fresh app entry!
    * You can now donate again! Of course, you don't have to :)
    * Frame-Data legend will now stick to the top of the screen when scrolling
    * Returning from the more detailed frame data screen no longer scrolls you back to the top of the list.
    * Scrolling in general should feel a lot less janky
    * Fixed a bug where the splashscreen would not show for long enough
    * Fixed a bug where Move Linking card header was not wrapping it's text


    iOS Version 2.0.3 will be sent in for approval very soon, will update with that news ASAP.


  • Moderators Posts: 8,678 ✭✭✭D4RK ONION


    Hello! I come bearing many different gifts for many different people!

    iOS (Ver 2.0.4)

    Let me start off with saying **iOS version is out!** Download link here

    Now iOS users can get all the benefits that Android users have been enjoying! This is a new release on iOS, so please email me any bugs or issues you find, even if you think they've been fixed in 2.1.0 (which will be released on iOS ASAP, now that most of the difficult porting work is done!).

    All the same, I do apologise that you guys are not on 2.1.0. There's not a lot I can do about it atm with the iOS's review process. However I am going to look into delivering updates via my server instead of via the review process. Bear with me on that!

    Special thanks to my friends at Jupli for working on the port :)

    Android (Ver 2.1.0)

    Get it here


    Ohhhh boy. This was a big one. So big I upped the version number :P

    What's New:

    - Huge frame data overhaul, thank you to community members Gilley3D and Dantarion for their hard work!
    - New Mode! New to fighting games? Check out the all new "Tutorials & Lessons" mode under References. First batch of content features lessons from the one and only /u/Joe_Munday! Yup, his series of practical lessons for beginners is now inside FAT!
    - New Feature! You can now switch instantly between Player One and Player Two's frame data at the top of Frame Data mode. Productivity Get! Thanks to /u/minimalisto for this genuinely genius idea
    - New Setting! New to fighting games? Or not fluent in Japanese?! Turn on "Common Move Names" in Settings! The much begged for feature is now a reality
    - Added Back & Forward Walk Speeds and Back & Forward Jump Distances to character stats page
    - Added the "Attack Level" value under more detailed Frame Data
    - Changed the look of toggles throughout the app to show both options up front
    - Fixed a bug where external links weren't opening
    - Improved the layout of general frame data view
    - Fixed a bug where anti-air moves were showing as grounded punishes
    - Fixed a bug where users weren't alerted after donating
    - Improved how the text input area in notes modes is rendered (warning: if you're on 4.3 this may temporarily make things worse. I'll be releasing a special 4.0 - 4.3 build before the end of the weekend hopefully, but bear with me)

    Phew! Thanks as always to everyone who has supported me with kind words and sick suggestions. I can't put everything in at once but I'm trying my best to address everyone's concerns. As always, follow me on twitter for little sneak peaks at what I'm up to


    @D4RK_ONION


  • Registered Users, Registered Users 2 Posts: 8,326 ✭✭✭Zapp Brannigan


    Thanks for this! Great app.


  • Moderators Posts: 8,678 ✭✭✭D4RK ONION


    2.1.3 is up now

    - Added tons of new info like invincibility frames and airbourne frames on all relevant moves - find them under the more detailed frame data views. There's a little visual clue in the regular frame data table to let you know there's more info there
    - Added a search bar to the frame data viewer, you can search by name, startup, move type and more!
    - Added all VTrigger data for all characters! You can switch VTrigger on and off for a character at the character select. Moves that change are highlighted in red on the frame data screen. You can also calculate using VTrigger data.
    - Added all crush counter data for all characters, and the type and advantage is stated under the more detailed frame data view. This data is also now accounted for in "Move Linking" mode which I particularly like myself
    - Added more of /u/Joe_Munday's excellent tutorials!
    - Gave the tutorial menu itself a bit of a visual overhaul
    - Fixed a bug where images were only being added to the end of the note instead of to the cursor position
    - Fixed some errors in the frame-data database
    - Improved the launch speed of the app

    Hopefully you enjoy this update a lot more than I enjoyed the many *many* hours of data-entry! For real though, 2.1.3 brings a lot more knowledge to the table.

    You can get it on android, and the iOS update is already being worked on. I'll post here when it's up.


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