T1/CM to Titan Two Script Converter [v0.28r6 - 11/30/2020]

Tutorials, How-tos and FAQs for the Titan Two device.

Re: Titan One to Titan Two Script Converter

Postby Buffy » Sat Mar 16, 2019 11:19 pm

Hello all, I've lowered the required JRE version required to run the JAR to increase compatibility on more PC's.
ConsoleTuner Support Team || Discord || Custom Scripts
User avatar
Buffy
Lieutenant
Lieutenant
 
Posts: 422
Joined: Wed Jul 20, 2016 5:23 am

Re: T1/CM to Titan Two Script Converter

Postby doiz » Tue Mar 19, 2019 3:06 pm

Amazing work thanks
User avatar
doiz
Staff Sergeant
Staff Sergeant
 
Posts: 12
Joined: Sat May 05, 2018 5:21 am

Re: T1/CM to Titan Two Script Converter [v0.18 - 03/20/2019]

Postby Kuyl » Wed Mar 20, 2019 11:41 pm

omg...this is amazing <3 :smile0517:
User avatar
Kuyl
Sergeant First Class
Sergeant First Class
 
Posts: 17
Joined: Tue Jun 26, 2018 1:05 pm

Re: T1/CM to Titan Two Script Converter [v0.19 - 03/21/2019]

Postby TrayDay » Thu Mar 21, 2019 6:48 pm

Man, I want to say thank you for providing this useful tool. This will certainly help many, including myself, in being able to convert some scripts over. Thanks Buffy!
User avatar
TrayDay
First Sergeant
First Sergeant
 
Posts: 60
Joined: Wed Nov 02, 2016 11:12 pm

Re: T1/CM to Titan Two Script Converter [v0.19 - 03/21/2019]

Postby Rayman413 » Thu Mar 21, 2019 8:09 pm

This is awesome super easy to use your the best
User avatar
Rayman413
First Sergeant
First Sergeant
 
Posts: 51
Joined: Wed Aug 31, 2016 1:16 pm

Re: T1/CM to Titan Two Script Converter [v0.23 - 03/26/2019]

Postby guko3867 » Mon Apr 01, 2019 10:59 pm

great tool thank you so much
User avatar
guko3867
Sergeant
Sergeant
 
Posts: 9
Joined: Thu Feb 07, 2019 5:46 am

Re: T1/CM to Titan Two Script Converter [v0.24 - 04/05/2019]

Postby AhmedEgg » Fri Apr 19, 2019 4:15 pm

thank you so much, i've been trying to find a program that does this but didnt think it was possible

thanks aloootttt
User avatar
AhmedEgg
Sergeant Major
Sergeant Major
 
Posts: 99
Joined: Thu Jun 30, 2016 4:13 pm

Re: T1/CM to Titan Two Script Converter [v0.24 - 04/05/2019]

Postby supermandoggo » Mon Apr 22, 2019 8:57 pm

thank you!!!!
User avatar
supermandoggo
Corporal
Corporal
 
Posts: 4
Joined: Thu Jun 07, 2018 8:50 pm

converting script

Postby Darkness » Sat May 04, 2019 4:48 pm

Can someone please help me convert this script to the T2 ?

Code: Select all
#include <titanone.gph>
//Posted by JQuest313, a member of the community in the device Forums - https://device.com/forums
 
//Posted : Saturday 4th of May, 2019 14:53 UTC 
 
// Geras By Fwak. V.1.0.
// Big Thanks To Batts <3.
/*---------------------------------------------------------------------------------
Infinite Warden|
----------------
 
RB Adjust = Spends a Meter
RT Adjust = Spends a Second Meter
LT Adjust = Uses Fatal during Combo (Can be used during RB/RT's combo adjust)
 
---------------------------------------------------------------------------------
IF YOU WANT TO USE SECOND BAR OF METER DURING THE FIRST BAR, PRESS RT/R2 AS SOON
AS YOU SEE THE FIRST BAR GO OFF/USED.
---------------------------------------------------------------------------------
IF YOU WANT TO USE Fatal DURING FIRST METER, PRESS LT/L2 AFTER THE DASH.
---------------------------------------------------------------------------------
 
There is quite a few check points in this one (checks if it should change Combos
mid Combo), so go in practice and get the timings down.
---------------------------------------------------------------------------------
 
RS UP --------
RS Down ------    (RS DOWN + UP are same Combo)
Hold X    ------ = All 5 can use RB and RT and LT
RS Right -----
RS Left ------
 
LS Up = Easy Fatal
 
LT + R3 to changes to corner combos which there's four of and all use 2 Meters.
 
Fatality on R3.
 
-----------------------------------------------------------------------------------*/

 
 
define Y                   =  17; // TRIANGLE, Y
define B                   =  18; // CIRCLE, B 
define A                   =  19; // CROSS, A
define X                   =  20; // SQUARE, X
define RB                  =   3; // R1, RB   
define RT                  =   4; // R2, RT   
define LB                  =   6; // L1, LB   
define LT                  =   7; // L2, LT   
define TOUCH               =  27; // TOUCH PAD   
define UP                  =  13; // DPAD UP   
define DOWN                =  14; // DPAD DOWN
define LEFT                =  15; // DPAD LEFT 
define RIGHT               =  16; // DPAD RIGHT 
define MOVE_X              =  11; // LEFT ANALOG X
define MOVE_Y              =  12; // LEFT ANALOG Y
 
 
define BACK                = 128; // BACK FLAG   
define FORWARD             = 129; // FORWARD FLAG
 
// End Flags. 253, 254 and 255 should never be used in the
// data segment for other purposes.                 
//-----------------------------------------------------
define CHK_PNT          = 253// check for transition to another combo
define EOC              = 254// End of Combo     
define EOD              = 255// End of Data Segment
//-----------------------------------------------------
 
//Define Combos
//--------------------------------------
define Combo1     = 10;     
define Combo2     = 11;     
define Combo3     = 12;     
define Combo4     = 13;     
define Combo5     = 14;     
define Combo6     = 15;     
define Combo7     = 16;     
define Combo8     = 17;     
define Combo9     = 18;     
define Combo10    = 19;
define Combo11      = 26;
define Combo12      = 30;
define Punish      = 31;
define Fatality1  = 24;     
define Fatality2  = 25;     
//--------------------------------------
 
//Define Combo Adjusters
//--------------------------------------
define LB_PRESS   = 20;    //
define LT_PRESS   = 21;    //
define RB_PRESS   = 22;    //
define RT_PRESS   = 23;    //
//--------------------------------------
 
// Combo Data
//--------------------------------------
data(
 
//--------------------------------------
RT_PRESS,
1,FORWARD,100,
10,0,8,
1,FORWARD,100,
10,0,4,
1,FORWARD,100,
4,0,8,
2,FORWARD,100,
A,100,
8,
1,BACK,100,
8,
2,FORWARD,100,
X,100,
10,0,20,
1,RB,100,
10,0,73,
1,DOWN,100,
10,
2,DOWN,100,
Y,100,
20,
1,DOWN,100,
80,
2,DOWN,100,
Y,100,
10,0,55,
1,FORWARD,100,
4,0,4,
1,FORWARD,100,
4,0,43,
2,FORWARD,100,
A,100,
4,CHK_PNT,
1,BACK,100,
4,
2,FORWARD,100,
Y,100,
10,
0,200,
0,200,
0,200,
0,200,
0,200,
EOC,
 
 
//--------------------------------------
RB_PRESS,
1,BACK,100,
8,
2,FORWARD,100,
Y,100,
10,0,80,
1,RB,100,
10,0,185,CHK_PNT,
1,FORWARD,100,
4,0,4,
1,FORWARD,100,
10,0,18,
1,B,100,
8,CHK_PNT,
1,BACK,100,
8,
2,FORWARD,100,
Y,100,
10,
0,200,
0,200,
0,200,
0,200,
0,200,
EOC,
 
 
//--------------------------------------
LT_PRESS,
2,RT,100,
LT,100,
10,
0,200,
0,200,
0,200,
0,200,
0,200,
EOC,
 
 
//--------------------------------------
LB_PRESS,
 
EOC,
 
//--------------------------------------
// Hold X/Square
//--------------------------------------
Punish,
1,X,100,
10,0,10,
1,X,100,
10,0,30,CHK_PNT,
1,X,100,
10,0,20,
2,X,100,
A,100,
10,
0,200,
0,200,
0,200,
0,200,
0,200,
EOC,
//--------------------------------------
// Right Stick RIGHT
//--------------------------------------
Combo1,
2,BACK,100,
Y,100,
10,0,10,
1,Y,100,
50,CHK_PNT,
0,200,
0,200,
0,200,
0,200,
0,200,
EOC,
 
 
//--------------------------------------
// Right Stick LEFT
//--------------------------------------
Combo2,
2,FORWARD,100,
Y,100,
10,0,20,
1,X,100,
10,0,20,CHK_PNT,
1,Y,100,
10,0,20,
1,DOWN,100,
10,0,20,
2,BACK,100,
Y,100,
10,0,20,
1,X,100,
10,
0,200,
0,200,
0,200,
0,200,
0,200,
EOC,
 
//--------------------------------------
// Right Stick UP
//--------------------------------------
Combo3,
1,Y,100,
10,0,18,
1,B,100,
10,0,25,CHK_PNT,
1,X,100,
10,
0,200,
0,200,
0,200,
0,200,
0,200,
EOC,
 
 
//--------------------------------------
// Right Stick DOWN
//--------------------------------------
Combo4,
1,Y,100,
10,0,18,
1,B,100,
10,0,25,CHK_PNT,
1,X,100,
10,
0,200,
0,200,
0,200,
0,200,
0,200,
EOC,
 
 
//--------------------------------------
// Left Stick RIGHT
//--------------------------------------
Combo5,
 
EOC,
 
//--------------------------------------
// Left Stick LEFT
//--------------------------------------
Combo6,
 
EOC,
 
 
//--------------------------------------
//Left Stick Up
//--------------------------------------
Combo7,
2,LT,100,
RT,100,
200,0,200,
EOC,
 
 
//--------------------------------------
//Left Stick Down
//--------------------------------------
Combo8,
 
EOC,
 
 
//--------------------------------------
// Right Stick RIGHT *SWITCHED*
//--------------------------------------
Combo9,
2,BACK,100,
Y,100,
10,0,20,
1,Y,100,
10,0,8,
1,BACK,100,
8,
2,FORWARD,100,
Y,100,
10,0,120,
1,RB,100,
10,0,210,
2,FORWARD,100,
Y,100,
10,0,4,
1,X,100,
10,0,4,
1,Y,100,
10,0,4,
1,BACK,100,
4,0,4,
2,FORWARD,100,
X,100,
10,0,90,
1,RB,100,
10,0,80,
2,DOWN,100,
Y,100,
10,
1,DOWN,100,
90,
2,DOWN,100,
Y,100,
10,0,30,
1,BACK,100,
75,
2,BACK,100,
X,100,
8,
1,FORWARD,100,
8,
2,BACK,100,
Y,100,
10,
0,200,
0,200,
0,200,
0,200,
0,200,
EOC,
 
 
//--------------------------------------
//Right Stick Up *SWITCHED*
//--------------------------------------
Combo10,
1,X,100,
10,0,10,
1,X,100,
10,0,8,
1,BACK,100,
8,
2,FORWARD,100,
Y,100,
10,0,110,
1,RB,100,
10,0,223,
2,FORWARD,100,
Y,100,
10,0,4,
1,X,100,
10,0,4,
1,Y,100,
10,0,4,
1,BACK,100,
4,0,4,
2,FORWARD,100,
X,100,
10,0,90,
1,RB,100,
10,0,80,
2,DOWN,100,
Y,100,
10,
1,DOWN,100,
90,
2,DOWN,100,
Y,100,
10,0,30,
1,BACK,100,
85,
2,BACK,100,
X,100,
8,
1,FORWARD,100,
8,
2,BACK,100,
Y,100,
10,
0,200,
0,200,
0,200,
0,200,
0,200,
EOC,
 
 
//--------------------------------------
// Right Stick LEFT *SWITCHED*
//--------------------------------------
Combo11,
2,FORWARD,100,
Y,100,
10,0,20,
1,X,100,
10,0,20,
1,Y,100,
10,0,95,
1,B,100,
10,0,8,
1,BACK,100,
8,
2,FORWARD,100,
Y,100,
10,0,80,
1,RB,100,
10,0,220,
2,BACK,100,
Y,100,
10,0,4,
1,Y,100,
10,0,4,
1,BACK,100,
4,0,4,
2,FORWARD,100,
X,100,
10,0,50,
1,RB,100,
10,0,80,
2,DOWN,100,
Y,100,
10,
1,DOWN,100,
90,
2,DOWN,100,
Y,100,
10,0,30,
1,BACK,100,
102,
2,BACK,100,
X,100,
8,
1,FORWARD,100,
8,
2,BACK,100,
Y,100,
10,
0,200,
0,200,
0,200,
0,200,
0,200,
EOC,
 
 
//--------------------------------------
// Right Stick DONW *SWITCHED*
//--------------------------------------
Combo12,
1,Y,100,
10,0,10,
1,B,100,
10,0,8,
1,BACK,100,
8,
2,FORWARD,100,
Y,100,
10,0,110,
1,RB,100,
10,0,223,
2,FORWARD,100,
Y,100,
10,0,4,
1,X,100,
10,0,4,
1,Y,100,
10,0,4,
1,BACK,100,
4,0,4,
2,FORWARD,100,
X,100,
10,0,90,
1,RB,100,
10,0,80,
2,DOWN,100,
Y,100,
10,
1,DOWN,100,
90,
2,DOWN,100,
Y,100,
10,0,30,
1,BACK,100,
80,
2,BACK,100,
X,100,
8,
1,FORWARD,100,
8,
2,BACK,100,
Y,100,
10,
0,200,
0,200,
0,200,
0,200,
0,200,
EOC,
 
 
//--------------------------------------
Fatality1,
//--------------------------------------
1,RT,100,
10,0,20,
1,FORWARD,100,
10,0,4,
1,DOWN,100,
10,0,4,
1,DOWN,100,
10,0,4,
1,A,100,
10,
0,200,
0,200,
0,200,
0,200,
0,200,
EOC,
EOD );
//End Of Combo Data
//--------------------------------------
 
//Unmaps
unmap PS4_RX;
unmap PS4_RY;
unmap PS4_LX;
unmap PS4_LY;
unmap PS4_L3;
unmap PS4_R3;
 
int c, idx, i = -1, btn, v;
int back = LEFT, forward = RIGHT;
int button, button_1, button_2, button_3, button_4, button_5
int value, value_1, value_2, value_3, value_4, value_5;
int lt_press, lb_press, rt_press, rb_press
int wait_time;                             
int switch,flash;                             
 
 
//--block button
int b,bb,bb_array[3];
 
 
 
main {
 
//--switch XB1_LT + press XB1_RS
    if(get_val(XB1_LT)){
        //--block button
        bb = bb(XB1_LT);
        if(event_press(XB1_RS)){
            //--block button until release
            bb = bb(XB1_RS);
            //--toggle
            switch = !switch;
            //--rumble controller
            combo_run(RUMBLE_NOTIFY);
         }                                       
    } 
 
//--BACK and FORWARD       
    if(get_val(RIGHT)) {
        back = LEFT;
        forward = RIGHT;
    }else if(get_val(LEFT)) {
        back = RIGHT;
        forward = LEFT;
    }
 
 
 
 
//--EXECUTE COMBOS
 
    if(i != -1) {
 
        //--check for activator button press
        if(event_press(XB1_RT)) rt_press = TRUE;
        if(event_press(XB1_RB)) rb_press = TRUE;
        if(event_press(XB1_LT)) lt_press = TRUE;
        if(event_press(XB1_LB)) lb_press = TRUE;
 
 
        // execute combo step-by-step     
        if(!combo_running(EXECUTE_STEP)) {     
            if(get_step_values())               
                if(wait_time == 0)
                    combo_run(EXECUTE_STEP_NO_WAIT);
                else                         
                    combo_run(EXECUTE_STEP);   
             else{   
                i = -1; //--end of combo
                flash = FALSE;
            }
        }                                       
 
        // RS X / Y are in rest = cancel the combo
        if( (abs(get_val (9))  <= 20 && abs(get_val (10)) <= 20 && abs(get_val (11)) <= 20 && abs(get_val (12)) <= 20) && (!get_val(5) && !get_val(8)) && (!get_val(XB1_X)) && (!get_val(XB1_Y))) {           
                i = -1;
                combo_stop(EXECUTE_STEP);     
        }
 
        // block user input (does not interfere in the combo)
       for(btn = 3;btn <= 20;btn++) {
            set_val(btn,0);
        } 
 
    //--no combo running                         
    }else{
        //--reset activator button and led
        rt_press = FALSE;
        rb_press = FALSE;
        lt_press = FALSE;
        lb_press = FALSE;
        flash = FALSE;
 
        if(switch){
              //------------------
            // Right Stick RIGHT
           //--------------------
            if (get_val (9) >= 60)  {
                i = get_combo_index(Combo9); }
             //-----------------
            // Right Stick LEFT
           //-------------------
            if (get_val (9) <= -60)  {
                i = get_combo_index(Combo11); }
             //---------------
            // Right Stick UP
           //-----------------
            if (get_val (10) <= -60)   {
                i = get_combo_index(Combo10); }
             //-----------------
            // Right Stick DOWN
           //-------------------
            if (get_val (10) >= 60)  {
                i = get_combo_index(Combo12); }
             //-------------
            // hold LS / L3
           //---------------
            if (get_val (8)) {
                i = get_combo_index(); }
             //-------------
            // hold RS / R3
           //---------------
            if (get_val(5)) {     
                i = get_combo_index(Fatality1); }
 
          //--switch (default)                             
          }else{
              //---------------
            //Hold X/Square.
            //----------------
            if (get_val(XB1_X) && !get_val(forward) && !get_val(XB1_DOWN)) {
                set_val(XB1_X,0);
            if (get_lval(XB1_X)) i = get_combo_index(Punish); }
            //---------------------------
            //Right Stick RIGHT.
            //---------------------------
            if (get_val (9) >= 60) {
             i = get_combo_index(Combo1); }
            //---------------------------
            // Right Stick LEFT.
            //---------------------------
            if (get_val (9) <= -60) {
             i = get_combo_index(Combo2); }
             //---------------
            // Right Stick UP
           //-----------------
            if (get_val (10) <= -60) { 
             i = get_combo_index(Combo3); }
            //-----------------
           // Right Stick DOWN
           //-------------------
             if (get_val (10) >= 60)  {
             i = get_combo_index(Combo4); }
        }//--end of switch
    }//--end of combo run
 
    //--block btns
    if(bb) block_btn();
 
 
}//--end of main
 
 
combo RUMBLE_NOTIFY {                       
    set_rumble(switch,100);                     
    wait(300);             
    reset_rumble();                             
}
// This combo will run a step with wait           
combo EXECUTE_STEP {                               
    set_buttons_values();                         
    wait(wait_time);                               
    set_buttons_values();                         
} 
 
// This combo will run a step without wait       
combo EXECUTE_STEP_NO_WAIT {                     
    set_buttons_values();                         
}                                                 
 
 // Returns the starting index of a combo
function get_combo_index(combo_id) {
    i = 0;                                       
    while(TRUE) {//-----------------------       
        v = dbyte(i);                             
        if(v == combo_id) {                       
            return(i + 1);                       
        } else {//====================           
            while(v != EOC && v != EOD) {//#     
                i = i + 1;                       
                v = dbyte(i);                     
            }//#                                 
            if(v == EOD) break;                   
            else i = i + 1;                       
        }//=============================         
    }//-----------------------------------       
    return(-1);                                   
}                                                 
 
// Set the buttons, values and wait time of a step
function get_step_values() {
 
 
    //--get value from data segment
    btn = dbyte(i);
 
    //--look for CHK_PNT
    if(btn == CHK_PNT) {
        //--RT_PRESS combo
        if(check_point(rt_press,RT_PRESS))      rt_press = FALSE;
        //--RB_PRESS combo
        else if(check_point(rb_press,RB_PRESS)) rb_press = FALSE;
        //--LT_PRESS combo
        else if(check_point(lt_press,LT_PRESS)) lt_press = FALSE;
        //--LB_PRESS combo
        else if(check_point(lb_press,LB_PRESS)) lb_press = FALSE;
        //--no activator pressed
        else {
            i += 1;
            btn = dbyte(i);
        }
    }
 
    i += 1;
    if(btn >= 1) {                                   
        button_1 = convert_back_forward(dbyte(i)); i = i + 1;
        value_1 = dbyte(i); i = i + 1;             
    } else { button_1 = -1; value_1 = 0; }         
 
    if(btn >= 2) {                                   
        button_2 = convert_back_forward(dbyte(i)); i = i + 1;
        value_2 = dbyte(i); i = i + 1;             
    } else { button_2 = -1; value_2 = 0; }         
 
    if(btn >= 3) {                                   
        button_3 = convert_back_forward(dbyte(i)); i = i + 1;
        value_3 = dbyte(i); i = i + 1;             
    } else { button_3 = -1; value_3 = 0; }         
 
    if(btn >= 4) {                                   
        button_4 = convert_back_forward(dbyte(i)); i = i + 1;
        value_4 = dbyte(i); i = i + 1;             
    } else { button_4 = -1; value_4 = 0; }         
 
    if(btn >= 5) {                                   
        button_5 = convert_back_forward(dbyte(i)); i = i + 1;
        value_5 = dbyte(i); i = i + 1;               
    } else { button_5 = -1; value_5 = 0; }         
 
    wait_time = dbyte(i); i = i + 1;               
    wait_time = (wait_time - 1) * 10;               
    if(wait_time < 0) wait_time = 0;               
 
    return(TRUE);                                   
}                                                   
 
 
function check_point(f_bool,f_combo) {
    //--check for activator button pressed
    if(f_bool) {
        //--new combo
        i = get_combo_index(f_combo);
        btn = dbyte(i);
        return TRUE;
    }
    return FALSE;
}
// If the step has FORWARD and BACK buttons, set the correct value.
function convert_back_forward(button) {             
    if(button == FORWARD)                           
        return forward;                           
    if(button == BACK)   
        return back;                               
    return(button);                                 
}                                                   
 
// Set the buttons and values, function used on the combos.
function set_buttons_values() {   
    for(idx = 1;idx <= 5;idx++) {
        if(button[idx] != -1) set_val(button[idx],value[idx])
    }
}
//--BLOCK BUTTONS
function bb(f_btn) {
    for(b = 0;b <= 2;b++) {
        if(!bb_array[b]) {
            bb_array[b] = f_btn;
            return TRUE
        }
        if(bb_array[b] == f_btn)
            return TRUE;
    }
    return FALSE;
}
function block_btn() {
    bb = FALSE;
    for(b = 0;b <= 2;b++) {
        if(bb_array[b]) {
            if(event_release(bb_array[b])) {
                bb_array[b] = 0;
            }else{
                set_val(bb_array[b],0);
                bb = TRUE;
            }
        }
    }
}
function led_color(f_color) {
   for(c = 0; c <= 3; c++) {
     set_led(c,dbyte((f_color * 4) + c));
   }
}


The error code im getting is:
Code: Select all
GPC error: mk11.gpc2.gpc(856): Invalid symbol redefinition 'bb'
GPC error: mk11.gpc2.gpc(856): Invalid parameter ')'
GPC: GPC Compile ABORTED with 0 warning(s) and 2 error(s).


Help would be appreciate!
User avatar
Darkness
Sergeant
Sergeant
 
Posts: 6
Joined: Sat Jul 28, 2018 10:45 am

Re: converting script

Postby Buffy » Sat May 04, 2019 4:58 pm

viewtopic.php?f=26&t=12027

Make sure you're using the most current version of the converter.

Code: Select all
 
#pragma METAINFO("this.gpc", 1, 0, "Buffy's GPC Converter v0.24r2")
#include <titanone.gph>
 
 
//Posted by JQuest313, a member of the community in the device Forums - https://device.com/forums
//Posted : Saturday 4th of May, 2019 14:53 UTC 
// Geras By Fwak. V.1.0.
// Big Thanks To Batts <3.
/*---------------------------------------------------------------------------------
Infinite Warden|
----------------
 
RB Adjust = Spends a Meter
RT Adjust = Spends a Second Meter
LT Adjust = Uses Fatal during Combo (Can be used during RB/RT's combo adjust)
 
---------------------------------------------------------------------------------
IF YOU WANT TO USE SECOND BAR OF METER DURING THE FIRST BAR, PRESS RT/R2 AS SOON
AS YOU SEE THE FIRST BAR GO OFF/USED.
---------------------------------------------------------------------------------
IF YOU WANT TO USE Fatal DURING FIRST METER, PRESS LT/L2 AFTER THE DASH.
---------------------------------------------------------------------------------
 
There is quite a few check points in this one (checks if it should change Combos
mid Combo), so go in practice and get the timings down.
---------------------------------------------------------------------------------
 
RS UP --------
RS Down ------    (RS DOWN + UP are same Combo)
Hold X    ------ = All 5 can use RB and RT and LT
RS Right -----
RS Left ------
 
LS Up = Easy Fatal
 
LT + R3 to changes to corner combos which there's four of and all use 2 Meters.
 
Fatality on R3.
 
-----------------------------------------------------------------------------------**/
// TRIANGLE, Y
// CIRCLE, B 
// CROSS, A
// SQUARE, X
// R1, RB   
// R2, RT   
// L1, LB   
// L2, LT   
// TOUCH PAD   
// DPAD UP   
// DPAD DOWN
// DPAD LEFT 
// DPAD RIGHT 
// LEFT ANALOG X
// LEFT ANALOG Y
// BACK FLAG   
// FORWARD FLAG
// End Flags. 253, 254 and 255 should never be used in the
// data segment for other purposes.                 
//-----------------------------------------------------
// check for transition to another combo
// End of Combo     
// End of Data Segment
//-----------------------------------------------------
//Define Combos
//--------------------------------------
//--------------------------------------
//Define Combo Adjusters
//--------------------------------------
//
//
//
//
//--------------------------------------
// Combo Data
//--------------------------------------
//--------------------------------------
//--------------------------------------
//--------------------------------------
//--------------------------------------
//--------------------------------------
// Hold X/Square
//--------------------------------------
//--------------------------------------
// Right Stick RIGHT
//--------------------------------------
//--------------------------------------
// Right Stick LEFT
//--------------------------------------
//--------------------------------------
// Right Stick UP
//--------------------------------------
//--------------------------------------
// Right Stick DOWN
//--------------------------------------
//--------------------------------------
// Left Stick RIGHT
//--------------------------------------
//--------------------------------------
// Left Stick LEFT
//--------------------------------------
//--------------------------------------
//Left Stick Up
//--------------------------------------
//--------------------------------------
//Left Stick Down
//--------------------------------------
//--------------------------------------
// Right Stick RIGHT *SWITCHED*
//--------------------------------------
//--------------------------------------
//Right Stick Up *SWITCHED*
//--------------------------------------
//--------------------------------------
// Right Stick LEFT *SWITCHED*
//--------------------------------------
//--------------------------------------
// Right Stick DONW *SWITCHED*
//--------------------------------------
//--------------------------------------
//--------------------------------------
//End Of Combo Data
//--------------------------------------
//Unmaps
//--block button
//--switch XB1_LT + press XB1_RS
//--block button
//--block button until release
//--toggle
//--rumble controller
//--BACK and FORWARD       
//--EXECUTE COMBOS
//--check for activator button press
// execute combo step-by-step     
//--end of combo
// RS X / Y are in rest = cancel the combo
// block user input (does not interfere in the combo)
//--no combo running                         
//--reset activator button and led
//------------------
// Right Stick RIGHT
//--------------------
//-----------------
// Right Stick LEFT
//-------------------
//---------------
// Right Stick UP
//-----------------
//-----------------
// Right Stick DOWN
//-------------------
//-------------
// hold LS / L3
//---------------
//-------------
// hold RS / R3
//---------------
//--switch (default)                             
//---------------
//Hold X/Square.
//----------------
//---------------------------
//Right Stick RIGHT.
//---------------------------
//---------------------------
// Right Stick LEFT.
//---------------------------
//---------------
// Right Stick UP
//-----------------
//-----------------
// Right Stick DOWN
//-------------------
//--end of switch
//--end of combo run
//--block btns
//--end of main
// This combo will run a step with wait           
// This combo will run a step without wait       
// Returns the starting index of a combo
//-----------------------       
//====================           
//#     
//#                                 
//=============================         
//-----------------------------------       
// Set the buttons, values and wait time of a step
//--get value from data segment
//--look for CHK_PNT
//--RT_PRESS combo
//--RB_PRESS combo
//--LT_PRESS combo
//--LB_PRESS combo
//--no activator pressed
//--check for activator button pressed
//--new combo
// If the step has FORWARD and BACK buttons, set the correct value.
// Set the buttons and values, function used on the combos.
//--BLOCK BUTTONS
 
 
 
 
define Y = 17;
define B = 18;
define A = 19;
define X = 20;
define RB = 3;
define RT = 4;
define LB = 6;
define LT = 7;
define TOUCH = 27;
define UP = 13;
define DOWN = 14;
define LEFT = 15;
define RIGHT = 16;
define MOVE_X = 11;
define MOVE_Y = 12;
define BACK = 128;
define FORWARD = 129;
define CHK_PNT = 253;
define EOC = 254;
define EOD = 255;
define Combo1 = 10;
define Combo2 = 11;
define Combo3 = 12;
define Combo4 = 13;
define Combo5 = 14;
define Combo6 = 15;
define Combo7 = 16;
define Combo8 = 17;
define Combo9 = 18;
define Combo10 = 19;
define Combo11 = 26;
define Combo12 = 30;
define Punish = 31;
define Fatality1 = 24;
define Fatality2 = 25;
define LB_PRESS = 20;
define LT_PRESS = 21;
define RB_PRESS = 22;
define RT_PRESS = 23;
 
data(
RT_PRESS,
1, FORWARD, 100,
10, 0, 8,
1, FORWARD, 100,
10, 0, 4,
1, FORWARD, 100,
4, 0, 8,
2, FORWARD, 100,
A, 100,
8,
1, BACK, 100,
8,
2, FORWARD, 100,
X, 100,
10, 0, 20,
1, RB, 100,
10, 0, 73,
1, DOWN, 100,
10,
2, DOWN, 100,
Y, 100,
20,
1, DOWN, 100,
80,
2, DOWN, 100,
Y, 100,
10, 0, 55,
1, FORWARD, 100,
4, 0, 4,
1, FORWARD, 100,
4, 0, 43,
2, FORWARD, 100,
A, 100,
4, CHK_PNT,
1, BACK, 100,
4,
2, FORWARD, 100,
Y, 100,
10,
0, 200,
0, 200,
0, 200,
0, 200,
0, 200,
EOC,
RB_PRESS,
1, BACK, 100,
8,
2, FORWARD, 100,
Y, 100,
10, 0, 80,
1, RB, 100,
10, 0, 185, CHK_PNT,
1, FORWARD, 100,
4, 0, 4,
1, FORWARD, 100,
10, 0, 18,
1, B, 100,
8, CHK_PNT,
1, BACK, 100,
8,
2, FORWARD, 100,
Y, 100,
10,
0, 200,
0, 200,
0, 200,
0, 200,
0, 200,
EOC,
LT_PRESS,
2, RT, 100,
LT, 100,
10,
0, 200,
0, 200,
0, 200,
0, 200,
0, 200,
EOC,
LB_PRESS,
EOC,
Punish,
1, X, 100,
10, 0, 10,
1, X, 100,
10, 0, 30, CHK_PNT,
1, X, 100,
10, 0, 20,
2, X, 100,
A, 100,
10,
0, 200,
0, 200,
0, 200,
0, 200,
0, 200,
EOC,
Combo1,
2, BACK, 100,
Y, 100,
10, 0, 10,
1, Y, 100,
50, CHK_PNT,
0, 200,
0, 200,
0, 200,
0, 200,
0, 200,
EOC,
Combo2,
2, FORWARD, 100,
Y, 100,
10, 0, 20,
1, X, 100,
10, 0, 20, CHK_PNT,
1, Y, 100,
10, 0, 20,
1, DOWN, 100,
10, 0, 20,
2, BACK, 100,
Y, 100,
10, 0, 20,
1, X, 100,
10,
0, 200,
0, 200,
0, 200,
0, 200,
0, 200,
EOC,
Combo3,
1, Y, 100,
10, 0, 18,
1, B, 100,
10, 0, 25, CHK_PNT,
1, X, 100,
10,
0, 200,
0, 200,
0, 200,
0, 200,
0, 200,
EOC,
Combo4,
1, Y, 100,
10, 0, 18,
1, B, 100,
10, 0, 25, CHK_PNT,
1, X, 100,
10,
0, 200,
0, 200,
0, 200,
0, 200,
0, 200,
EOC,
Combo5,
EOC,
Combo6,
EOC,
Combo7,
2, LT, 100,
RT, 100,
200, 0, 200,
EOC,
Combo8,
EOC,
Combo9,
2, BACK, 100,
Y, 100,
10, 0, 20,
1, Y, 100,
10, 0, 8,
1, BACK, 100,
8,
2, FORWARD, 100,
Y, 100,
10, 0, 120,
1, RB, 100,
10, 0, 210,
2, FORWARD, 100,
Y, 100,
10, 0, 4,
1, X, 100,
10, 0, 4,
1, Y, 100,
10, 0, 4,
1, BACK, 100,
4, 0, 4,
2, FORWARD, 100,
X, 100,
10, 0, 90,
1, RB, 100,
10, 0, 80,
2, DOWN, 100,
Y, 100,
10,
1, DOWN, 100,
90,
2, DOWN, 100,
Y, 100,
10, 0, 30,
1, BACK, 100,
75,
2, BACK, 100,
X, 100,
8,
1, FORWARD, 100,
8,
2, BACK, 100,
Y, 100,
10,
0, 200,
0, 200,
0, 200,
0, 200,
0, 200,
EOC,
Combo10,
1, X, 100,
10, 0, 10,
1, X, 100,
10, 0, 8,
1, BACK, 100,
8,
2, FORWARD, 100,
Y, 100,
10, 0, 110,
1, RB, 100,
10, 0, 223,
2, FORWARD, 100,
Y, 100,
10, 0, 4,
1, X, 100,
10, 0, 4,
1, Y, 100,
10, 0, 4,
1, BACK, 100,
4, 0, 4,
2, FORWARD, 100,
X, 100,
10, 0, 90,
1, RB, 100,
10, 0, 80,
2, DOWN, 100,
Y, 100,
10,
1, DOWN, 100,
90,
2, DOWN, 100,
Y, 100,
10, 0, 30,
1, BACK, 100,
85,
2, BACK, 100,
X, 100,
8,
1, FORWARD, 100,
8,
2, BACK, 100,
Y, 100,
10,
0, 200,
0, 200,
0, 200,
0, 200,
0, 200,
EOC,
Combo11,
2, FORWARD, 100,
Y, 100,
10, 0, 20,
1, X, 100,
10, 0, 20,
1, Y, 100,
10, 0, 95,
1, B, 100,
10, 0, 8,
1, BACK, 100,
8,
2, FORWARD, 100,
Y, 100,
10, 0, 80,
1, RB, 100,
10, 0, 220,
2, BACK, 100,
Y, 100,
10, 0, 4,
1, Y, 100,
10, 0, 4,
1, BACK, 100,
4, 0, 4,
2, FORWARD, 100,
X, 100,
10, 0, 50,
1, RB, 100,
10, 0, 80,
2, DOWN, 100,
Y, 100,
10,
1, DOWN, 100,
90,
2, DOWN, 100,
Y, 100,
10, 0, 30,
1, BACK, 100,
102,
2, BACK, 100,
X, 100,
8,
1, FORWARD, 100,
8,
2, BACK, 100,
Y, 100,
10,
0, 200,
0, 200,
0, 200,
0, 200,
0, 200,
EOC,
Combo12,
1, Y, 100,
10, 0, 10,
1, B, 100,
10, 0, 8,
1, BACK, 100,
8,
2, FORWARD, 100,
Y, 100,
10, 0, 110,
1, RB, 100,
10, 0, 223,
2, FORWARD, 100,
Y, 100,
10, 0, 4,
1, X, 100,
10, 0, 4,
1, Y, 100,
10, 0, 4,
1, BACK, 100,
4, 0, 4,
2, FORWARD, 100,
X, 100,
10, 0, 90,
1, RB, 100,
10, 0, 80,
2, DOWN, 100,
Y, 100,
10,
1, DOWN, 100,
90,
2, DOWN, 100,
Y, 100,
10, 0, 30,
1, BACK, 100,
80,
2, BACK, 100,
X, 100,
8,
1, FORWARD, 100,
8,
2, BACK, 100,
Y, 100,
10,
0, 200,
0, 200,
0, 200,
0, 200,
0, 200,
EOC,
Fatality1,
1, RT, 100,
10, 0, 20,
1, FORWARD, 100,
10, 0, 4,
1, DOWN, 100,
10, 0, 4,
1, DOWN, 100,
10, 0, 4,
1, A, 100,
10,
0, 200,
0, 200,
0, 200,
0, 200,
0, 200,
EOC,
EOD );
 
unmap PS4_RX;
unmap PS4_RY;
unmap PS4_LX;
unmap PS4_LY;
unmap PS4_L3;
unmap PS4_R3;
 
int c,  idx,  i =- 1,  btn,  v;
int back = LEFT,  forward = RIGHT;
int button,  button_1button_2button_3button_4button_5;
int value,  value_1,  value_2,  value_3,  value_4,  value_5;
int lt_press,  lb_press,  rt_press,  rb_press;
int wait_time;
int t1_switch, flash;
int b, bb, bb_array[3];
 
main {
    if (get_val(XB1_LT)) {
        bb = f_bb(XB1_LT);
        if (event_press(XB1_RS)) {
            bb = f_bb(XB1_RS);
            t1_switch =! t1_switch;
            combo_run(c_RUMBLE_NOTIFY);
        }
    }
    if (get_val(RIGHT)) {
        back = LEFT;
        forward = RIGHT;
    }
    else if (get_val(LEFT)) {
        back = RIGHT;
        forward = LEFT;
    }
    if (i != - 1) {
        if (event_press(XB1_RT)) rt_press = TRUE;
        if (event_press(XB1_RB)) rb_press = TRUE;
        if (event_press(XB1_LT)) lt_press = TRUE;
        if (event_press(XB1_LB)) lb_press = TRUE;
        if (!combo_running(c_EXECUTE_STEP)) {
            if (f_get_step_values()) if (wait_time == 0) combo_run(c_EXECUTE_STEP_NO_WAIT);
            else  combo_run(c_EXECUTE_STEP);
            else {
                i =- 1;
                flash = FALSE;
            }
        }
        if ((abs(get_val(9)) <= 20 && abs(get_val(10)) <= 20 && abs(get_val(11)) <= 20 && abs(get_val(12)) <= 20) && (!get_val(5) && !get_val(8)) && (!get_val(XB1_X)) && (!get_val(XB1_Y))) {
            i =- 1;
            combo_stop(c_EXECUTE_STEP);
        }
        for (btn = 3; btn <= 20; btn ++ ) {
            set_val(btn, 0);
        }
    }
    else {
        rt_press = FALSE;
        rb_press = FALSE;
        lt_press = FALSE;
        lb_press = FALSE;
        flash = FALSE;
        if (t1_switch) {
            if (get_val(9) >= 60) {
                i = f_get_combo_index(Combo9);
            }
            if (get_val(9) <= - 60) {
                i = f_get_combo_index(Combo11);
            }
            if (get_val(10) <= - 60) {
                i = f_get_combo_index(Combo10);
            }
            if (get_val(10) >= 60) {
                i = f_get_combo_index(Combo12);
            }
            if (get_val(8)) {
                i = f_get_combo_index();
            }
            if (get_val(5)) {
                i = f_get_combo_index(Fatality1);
            }
        }
        else {
            if (get_val(XB1_X) && !get_val(forward) && !get_val(XB1_DOWN)) {
                set_val(XB1_X, 0);
                if (get_lval(XB1_X)) i = f_get_combo_index(Punish);
            }
            if (get_val(9) >= 60) {
                i = f_get_combo_index(Combo1);
            }
            if (get_val(9) <= - 60) {
                i = f_get_combo_index(Combo2);
            }
            if (get_val(10) <= - 60) {
                i = f_get_combo_index(Combo3);
            }
            if (get_val(10) >= 60) {
                i = f_get_combo_index(Combo4);
            }
        }
    }
    if (bb) f_block_btn();
}
 
 
combo c_RUMBLE_NOTIFY {
    set_rumble(t1_switch, 100);
    wait(300);
    reset_rumble();
}
 
combo c_EXECUTE_STEP {
    f_set_buttons_values();
    wait(wait_time);
    f_set_buttons_values();
}
 
combo c_EXECUTE_STEP_NO_WAIT {
    f_set_buttons_values();
}
 
 
function f_get_combo_index(combo_id) {
    i = 0;
    while (TRUE) {
        v = dbyte(i);
        if (v == combo_id) {
            return (i + 1);
        }
        else {
            while (v != EOC && v != EOD) {
                i = i + 1;
                v = dbyte(i);
            }
            if (v == EOD) break;
            else  i = i + 1;
        }
    }
    return ( - 1);
}
 
function f_get_step_values() {
    btn = dbyte(i);
    if (btn == CHK_PNT) {
        if (f_check_point(rt_press, RT_PRESS)) rt_press = FALSE;
        else if (f_check_point(rb_press, RB_PRESS)) rb_press = FALSE;
        else if (f_check_point(lt_press, LT_PRESS)) lt_press = FALSE;
        else if (f_check_point(lb_press, LB_PRESS)) lb_press = FALSE;
        else {
            i += 1;
            btn = dbyte(i);
        }
    }
    i += 1;
    if (btn >= 1) {
        button_1 = f_convert_back_forward(dbyte(i));
        i = i + 1;
        value_1 = dbyte(i);
        i = i + 1;
    }
    else {
        button_1 =- 1;
        value_1 = 0;
    }
    if (btn >= 2) {
        button_2 = f_convert_back_forward(dbyte(i));
        i = i + 1;
        value_2 = dbyte(i);
        i = i + 1;
    }
    else {
        button_2 =- 1;
        value_2 = 0;
    }
    if (btn >= 3) {
        button_3 = f_convert_back_forward(dbyte(i));
        i = i + 1;
        value_3 = dbyte(i);
        i = i + 1;
    }
    else {
        button_3 =- 1;
        value_3 = 0;
    }
    if (btn >= 4) {
        button_4 = f_convert_back_forward(dbyte(i));
        i = i + 1;
        value_4 = dbyte(i);
        i = i + 1;
    }
    else {
        button_4 =- 1;
        value_4 = 0;
    }
    if (btn >= 5) {
        button_5 = f_convert_back_forward(dbyte(i));
        i = i + 1;
        value_5 = dbyte(i);
        i = i + 1;
    }
    else {
        button_5 =- 1;
        value_5 = 0;
    }
    wait_time = dbyte(i);
    i = i + 1;
    wait_time = (wait_time - 1) * 10;
    if (wait_time < 0) wait_time = 0;
    return (TRUE);
}
 
function f_check_point(f_bool, f_combo) {
    if (f_bool) {
        i = f_get_combo_index(f_combo);
        btn = dbyte(i);
        return TRUE;
    }
    return FALSE;
}
 
function f_convert_back_forward(button) {
    if (button == FORWARD)
        return forward;
    if (button == BACK)
        return back;
    return (button);
}
 
function f_set_buttons_values() {
    for (idx = 1; idx <= 5; idx ++ ) {
        if (button[ - (idx)] != - 1) set_val(button[ - (idx)], value[ - (idx)]);
    }
}
 
function f_bb(f_btn) {
    for (b = 0; b <= 2; b ++ ) {
        if (!bb_array[b]) {
            bb_array[b] = f_btn;
            return TRUE;
        }
        if (bb_array[b] == f_btn)
            return TRUE;
    }
    return FALSE;
}
 
function f_block_btn() {
    bb = FALSE;
    for (b = 0; b <= 2; b ++ ) {
        if (bb_array[b]) {
            if (event_release(bb_array[b])) {
                bb_array[b] = 0;
            }
            else {
                set_val(bb_array[b], 0);
                bb = TRUE;
            }
        }
    }
}
 
/* function f_led_color(f_color) {
    for (c = 0; c <= 3; c ++ ) {
        set_led(c, dbyte((f_color * 4) + c));
    }
}
*/

 
ConsoleTuner Support Team || Discord || Custom Scripts
User avatar
Buffy
Lieutenant
Lieutenant
 
Posts: 422
Joined: Wed Jul 20, 2016 5:23 am

PreviousNext

Return to Tutorials and FAQs

Who is online

Users browsing this forum: No registered users and 43 guests

cron