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[kovplus] requests

Posted: Thu Jun 05, 2003 12:10 am
by J2Dub
Hello.

I just posted some kovplus codes in the M.A.M.E. Cheats Forum concerning character selection. Originally, I was searching for these codes to play as the boss characters. I wasn't successful in finding play as boss codes which is why I'm requesting help here. Any help will be greatly appreciated.

It could be that they were never meant to be played so a code like this is impossible, however the same could go for Zero or Igniz from the KOF games. Computer controlled bosses must be controlled in the same fashion players are.

Also, I'm looking for a code or codes that will halt the enemy surge while fighting bosses.

Thanks

J2Dub

Posted: Thu Jun 05, 2003 6:45 am
by kelvSYC
An aside:

There's a difference between what different games on different kinds of hardware can do. Case in point: the Midway hardware is so complicated, the codes for Infinite Time in MK took years to find (and why codes that allow you to play as Reptile in MK1 still eludes cheat finders).

However, the Neo is simpler enough hardware, and that's why we have Zero AND Igniz playable in KOF 2K1.

To say that "the CPU plays the same way as the player" is an absurdity. The AI in most arcade games cannot and does not emulate player controls for CPU players (instead, the CPU pre-executes moves on an as-needed basis - that's why they can consistently do 360 moves without jumping). If it did, you would still be able to walk over an opponent on the highest level of difficulty (the same reason why, for example, CPU players in Starcraft have handicaps over human players). The only conceivable advantage a CPU player could have over a human player is damage - pure and simple: CPU players deal more out on a blow-by-blow basis.

Bosses in the VS series are, of course, another matter.

Posted: Thu Jun 05, 2003 10:06 am
by ianpatt
Very true. Another example:

In Lightbringer, it is possible to select which entry in a large object table is used for the main player. However, only the four main characters have code connecting the joystick inputs with movement, etc. The rest of the objects behave as their AI tells them to do - you have no control.

I vaguely remember taking a look at kovplus a while ago, but I think a similar problem existed.

Posted: Thu Jun 05, 2003 10:35 am
by J2Dub
Hmm. Okay. Thanks for clearing a few things up concerning different hardware.

What I meant when I said CPU bosses are controlled the same way is that they too must have movesets used to trigger the states which they go into at certain situations. You said the CPU 'does not emulate player controls'. I have to disagree. If this is the case, the CPU would have no need for movesets meaning CPU characters automatically enter states without commands. I doubt this is the case. Why do Igniz, Zero, Apocalypse, Onslaught and a whole slew of other characters which were NEVER meant to be controlled by a human player have complete movesets which would allow them to be playable? If the CPU doesn't have need for player controls, why would a programmer program in movesets for characters that should not be played in the first place? To say 'CPU pre-executes moves on an as-needed basis' is over simplifying the actual logic when programming AI. I'm an amatuer game programmer and from what I've learned so far, the AI needs a few things BEFORE it can execute anything. Let's use Zangief's 360 Piledriver as an example.

1. It needs a situation to trigger a command. If P1 is at X location (close proximity) and is in Y state (not in an attack state) then AI must go into Z state (The Spinning Piledriver).

If this wasn't not programmed, then AI Zangief would be attempting Piledrivers everywhere.

2. It needs a command to trigger the state it is attempting to enter. If criteria for situation X are met (P1 Chun-Li is within close proximity and not in an attacking state and the game is in HARD mode), then execute Y sequence (360 motion + Fierce Punch) in order to go into Z state (The Spinning Piledriver).

AI is AI. It doesn't know how to make a character go forward unless you tell it how to make a character go forward (through the use of player controls--the easiest way.) When you said 'they can consistently do 360 moves without jumping', the only reason why a computer controlled Zangief can pull off the 360 motion so frequently is because the commands are most likely entered in like Macros in Kawaks; extremely fast and 100% accurate. (Not like a clumsy joystick handler like me who can't even pull of a Dragon Punch in the arcade. LOL)

3. It also needs a state definition which is a bunch of code containing various elements having to do with the move itself such as the animations used, base damage, speed of the attack etc, etc (in this case it's a Fierce Spinning Pile Driver). This is also where one would program what would happen when the move connects or if it misses.

I'm not an expert or anything, but I'm sure that's the logic of most fighting games. If the games weren't programmed with this kind of logic (using player controls to trigger states for CPU opponents), then Zero, Igniz, etc. shouldn't be contollable by a human player at all.

This, of course, has to do with fighting games and not sidescrolling games like KOV (however the mechanics appear similar). I just wanted to comment on some points that were brought up in your examples.

Anyway, if the search for playable bosses in KOV turns out to be a bust, I would still appreciate help in finding codes that halt the enemy surge while fighting the bosses or freezing a character in a specific state (looping the same animation over and over).

J2Dub

BTW, I noticed you're with shaw. Well, yello there fellow Canucker.

Posted: Thu Jun 05, 2003 5:11 pm
by kelvSYC
True, I was oversimplifying things a bit.

However, I'd like to debunk a few things:

Zero and Igniz were meant to be playable in some capacity. The home (AES) version of KOF2001 allows you to play at least Zero (don't know about Igniz) in any mode other than single-player.