View previous topic :: View next topic |
Author |
Message |
Goat Engine Cheater Reputation: 0
Joined: 13 Aug 2018 Posts: 44
|
Posted: Thu Sep 13, 2018 4:00 am Post subject: Possible to reprogram or shorten required button combo? |
|
|
In a basic fighting game like Mortal Kombat 2 or Street Fighter 2, is it possible to shorten or reprogram which keypad combinations execute special moves? For example if a move requires me to press:
back, back, forward, forward, punch
Can I change it or shorten it to the final forward, punch?
I'm not sure what phrasing to use when searching for videos or tutorials on this so please let me know the steps or direct me to the proper materials. Thanks!
|
|
Back to top |
|
|
HereWeGoAgain Newbie cheater Reputation: 0
Joined: 29 Aug 2018 Posts: 16
|
Posted: Thu Sep 13, 2018 4:25 am Post subject: |
|
|
It may be better to look up something like AutoHotkey. (Not going to put external links here). You can do some things such as when you hit a certain button, the program simulates you pressing a series of other buttons. I don't know the software well enough to say whether or not you can listen for sequential inputs like your forward, then punch. But you could definitely put the whole combo on 1 key.
|
|
Back to top |
|
|
Goat Engine Cheater Reputation: 0
Joined: 13 Aug 2018 Posts: 44
|
Posted: Thu Sep 13, 2018 4:36 am Post subject: |
|
|
AHK is awesome and I am very familiar with it and similar programs, but they'd require me to program each move twice because the program won't know if I'm facing left or right. I'm looking for a solution more along the lines of a code injection/jump to lessen the number of keys required for moves, without needing to assign a large number of possible combinations to extra keys.
|
|
Back to top |
|
|
atom0s Moderator Reputation: 198
Joined: 25 Jan 2006 Posts: 8515 Location: 127.0.0.1
|
Posted: Fri Sep 14, 2018 9:55 am Post subject: |
|
|
Yes, it is possible, it is a matter of finding how the game handles the combo's and altering them. This is something that will vary on each game that includes things like this though depending on how they decide to handle the input and store the data.
Some could be handled in a simple array where the key presses will be in a VKEY setup such as:
0x25, 0x25, 0x27, 0x27, 0x41
Which would be:
Left Arrow, Left Arrow, Right Arrow, Right Arrow, A Button
But keep in mind these will swap depending on what side of the screen you are on etc. as well as button mappings for custom keys and so on. For finding things like this sometimes it's easy to find if you locate where the game handles the input of the keyboard/controller first and trace back to whats using the input.
Or dig into the game files and see if you can find scripts or similar that hold the combos.
They may map movements and such to generalized types that will map to the keys automatically regardless of what you have them bound to. Such as if by default, 'A' is 'Punch', the type is 'Punch' in that case instead of being seen as 'A' button. So then the mapping would be like:
Back Back Forward Foward Punch as types instead. Which could map to something like:
1 = Back
2 = Down
3 = Forward
4 = Up
5 = Punch
6 = Kick
7 = Pause
And so on. Then you'd have mappings like:
1 1 3 3 5 or the flipped 3 3 1 1 5
_________________
- Retired. |
|
Back to top |
|
|
|