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View Full Version : SIMPLE R. MIKA TOUCH



falconpunch323
27th September 17, 20:04
SAME DEAL R. MIKA ALSO DONT KNOW MUCH ABOUT HER SOOOO HERES WHAT I GOT

define TRI = 17; // TRIANGLE, Y
define CIRCLE = 18; // CIRCLE, B
define CROSS = 19; // CROSS, A
define SQUARE = 20; // SQUARE, X
define R1 = 3; // R1, RB
define R2 = 4; // R2, RT
define L1 = 6; // L1, LB
define L2 = 7; // L2, LT
define TOUCH = 27; // TOUCH PAD
define UP = 13; // DPAD UP
define DOWN = 14; // DPAD DOWN
define BACK = 15; // DPAD BACK
define FORWARD = 16; // DPAD FORWARD
define MOVE_X = 11; // BACK ANALOG X
define MOVE_Y = 12; // BACK ANALOG Y

// End Flags. 254 and 255 should never be used in the
// data segment for other purposes.
//-----------------------------------------------------
define EOC = 254; // End of Combo
define EOD = 255; // End of Data Segment
//-----------------------------------------------------

//Define Combos
//--------------------------------------
define Combo_1 =0; //
define Combo_2 =1; //
define Combo_3 =2; //
define Combo_4 =3; //
define Combo_5 =4; //
define Combo_6 =5; //
define Combo_7 =6; //
define Combo_8 =7; //
define Fatality1 =8; //
define Fatality2 =9; //
//--------------------------------------

//Define Combo Adjusters
//--------------------------------------
define L1_PRESS =10; //
define L2_PRESS =11; //
define R1_PRESS =12; //
define R2_PRESS =13; //
//--------------------------------------

// Combo Data
//--------------------------------------
data(

R2_PRESS,

EOC,

R1_PRESS,

EOC,
L2_PRESS,

EOC,

L1_PRESS,

EOC,

Combo_1,
1,TRI,100,
4,0,30,
1,FORWARD,100,
23,0,2,
1,TRI,100,
4,0,41,
1,R1,100,
4,0,10,
1,DOWN,100,
2,
2,DOWN,100,
FORWARD,100,
2,
2,FORWARD,100,
TRI,100,
4,0,120,
EOC,

Combo_2,//STANDING 6 HIT 206 DAM DP//
2,DOWN,100,
CROSS,100,
4,0,30,
2,DOWN,100,
SQUARE,100,
4,0,10,
1,DOWN,100,
2,
2,DOWN,100,
FORWARD,100,
2,
2,FORWARD,100,
SQUARE,100,
4,0,120,
EOC,

Combo_3,// LOW START 11 HIT 1 METER 242 DAM DP//
1,TRI,100,
4,0,45,
1,TRI,100,
4,0,10,
1,DOWN,100,
2,
2,DOWN,100,
FORWARD,100,
2,
2,FORWARD,100,
R1,100,
4,0,120,
EOC,

Combo_4,//5 HIT 199 DAM DP//
2,DOWN,100,
CIRCLE,100,
4,0,50,
2,DOWN,100,
SQUARE,100,
4,0,10,
1,DOWN,100,
2,
2,DOWN,100,
FORWARD,100,
2,
2,FORWARD,100,
SQUARE,100,
4,0,120,
EOC,

Combo_5,//LOW STARTER 7 HIT 244 DAM//
1,TRI,100,
4,0,45,
2,FORWARD,100,
TRI,100,
4,0,2,
2,FORWARD,100,
TRI,100,
4,0,110,
1,DOWN,100,
2,
2,DOWN,100,
FORWARD,100,
2,
3,FORWARD,100,
SQUARE,100,
TRI,100,
4,0,120,
EOC,

Combo_6,
2,DOWN,100,
FORWARD,100,
2,
1,DOWN,100,
2,
2,DOWN,100,
BACK,100,
2,
3,BACK,100,
TRI,100,
SQUARE,100,
4,0,200,
EOC,

Combo_7,//HEATRUSH INTO V-TRIGGER INTO HEAVY DP//
1,CROSS,100,
4,0,30,
1,TRI,100,
4,0,10,
1,4,0,10,
1,DOWN,100,
2,
2,DOWN,100,
FORWARD,100,
2,
2,FORWARD,100,
TRI,100,
4,0,120,
EOC,

Combo_8,//CA-COMBO//
2,DOWN,100,
R1,100,
4,0,10,
1,DOWN,100,
2,
2,DOWN,100,
BACK,100,
2,
1,BACK,100,
4,0,2,
1,DOWN,100,
2,
2,DOWN,100,
BACK,100,
2,
2,BACK,100,
TRI,100,
4,0,120,
EOC,

Fatality1,//PERFECT KUNAI INPUT LOOP//
1,DOWN,100,
4,
2,DOWN,100,
FORWARD,100,
4,
2,FORWARD,100,
R1,100,
4,0,10,
EOC,

Fatality2,//KUNAI CALL ... HOLD X FOR CHARGE KUNAI CALL//
1,FORWARD,100,
2,
2,DOWN,100,
FORWARD,100,
2,
1,DOWN,100,
2,
2,DOWN,100,
BACK,100,
2,
2,BACK,100,
CROSS,100,
4,0,10,
EOC,

EOD );
//End Of Combo Data
//--------------------------------------

//Unmaps
unmap PS4_L3;
unmap PS4_LY;
unmap PS4_LX;

int i = -1, b, v;
int back = BACK, forward = FORWARD;
int button_1, button_2, button_3, button_4, button_5;
int value_1, value_2, value_3, value_4, value_5;
int wait_time;
int switch;
int delay_t;
int nohtyPecasreV;
int cancel;
int L2_press;
int L1_press;
int R2_press;
int R1_press;
int CanStart;
int SWITCH
main {
//Determine L2/L1 Press
//------------------------
if(event_press(PS4_L2)) {
L2_press =TRUE;
}else if(event_press(PS4_L1)) {
L1_press =TRUE;
}else if(event_press(PS4_R1)) {
R1_press =TRUE;
}else if(event_press(PS4_R2)) {
R2_press =TRUE;
}

// Determine Back and Forward
if(get_val(PS4_TOUCHX) >= 70) {
back = BACK; forward = FORWARD;
} else if(get_val(PS4_TOUCHX) <= -70) {
back = FORWARD; forward = BACK;
}//----------------------------------------------

// Determine Back and Forward for Combos
if(get_val(PS4_TOUCHX) >= 70) {
SWITCH = TRUE;
} else if(get_val(PS4_TOUCHX) <= -70) {
SWITCH = FALSE;
}

// If there is a combo to be executed
if(i >= 0 ) {
// Execute the 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 {
//Determine combo on L1/L2 Press
if(L2_press) {
L2_press = FALSE;
i = get_combo_index(L2_PRESS);
}else if(L1_press) {
L1_press = FALSE;
i = get_combo_index(L1_PRESS);
}else if(R1_press) {
R1_press = FALSE;
i = get_combo_index(R1_PRESS);
}else if(R2_press) {
R2_press = FALSE;
i = get_combo_index(R2_PRESS);

}else{
i = -1;
}
}
}

// CANCEL combos condition-----------------------------------------
// RS X / Y are in rest = cancel the combo


if(cancel==1){
if ( (abs(get_val (9)) <= 20 && abs(get_val (10)) <= 20) ) {
i = -1;
combo_stop(execute_step);
}
}else if(cancel==2){
if ( (abs(get_val (11)) <= 20 && abs(get_val (12)) <= 20) ) {
i = -1;
combo_stop(execute_step);
}
}


// Make sure the user inputs does not interfere in the combo
set_val(TRI, 0);
set_val(CIRCLE, 0);
set_val(CROSS, 0);
set_val(SQUARE, 0);
set_val(R1, 0);
set_val(R2, 0);
set_val(L1, 0);
set_val(L2, 0);
set_val(UP, 0);
set_val(DOWN, 0);
set_val(BACK, 0);
set_val(FORWARD, 0);
set_val(MOVE_X, 0);
set_val(MOVE_Y, 0);
} else {

// Combo Run
//--------------------------------------

// RS FORWARD
if (get_val (9) >= 60) {
cancel=1;
i = get_combo_index(Combo_1);
}
// RS BACK
if (get_val (9) <= -60) {
cancel=1;
i = get_combo_index(Combo_2);
}
// RS UP
if (get_val (10) <= -60) {
cancel=1;
i = get_combo_index(Combo_3);
}
// RS DOWN
if (get_val (10) >= 60) {
cancel=1;
i = get_combo_index(Combo_4);
}
// LS FORWARD
if (get_val (11)>= 60) {
cancel=2;
i = get_combo_index(Combo_5);
}
//LS BACK
if (get_val (11)<= -60) {
cancel=2;
i = get_combo_index(Combo_6);
}
// LS UP
if (get_val (12)<= -60) {
cancel=2;
i = get_combo_index(Combo_7);
}
// LS DOWN
if (get_val (12) >= 60) {
cancel=2;
i = get_combo_index(Combo_8);
}
// R3 Pressed
if (get_val (PS4_R3)) {
cancel=3;
i = get_combo_index(Fatality1);
}
// L3 Pressed
if (get_val (PS4_L3)) {
cancel=3;
i = get_combo_index(Fatality2);
}

// End Of Combo Run
//--------------------------------------
}
}

// 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) {
L1_press=0;
L2_press=0;
R1_press=0;
R2_press=0;
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() {
b = dbyte(i); i = i + 1;

//Determine L1/L2 Press
if(b > 5) {
if(L2_press) {
return(FALSE);
}else if(L1_press) {
return(FALSE);
}else if(R1_press) {
return(FALSE);
}else if(R2_press) {
return(FALSE);
}else{
b = b -6;
if(b<1 || b>5 ) return(FALSE);
}
}
if(b >= 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(b >= 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(b >= 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(b >= 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(b >= 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;
else if(wait_time > 2530) wait_time = 2530;

return(TRUE);
}

// If the step has FORWARD and BACK buttons, set the correct value.
function convert_back_forward(button) {
if(button == FORWARD) {
return(forward);
} else if(button == BACK) {

return(back);
}
return(button);
}

// Set the buttons and values, function used on the combos.
function set_buttons_values() {
if(button_1 != -1) set_val(button_1, value_1);
if(button_2 != -1) set_val(button_2, value_2);
if(button_3 != -1) set_val(button_3, value_3);
if(button_4 != -1) set_val(button_4, value_4);
if(button_5 != -1) set_val(button_5, value_5);
}

THE_HAWK
28th September 17, 14:00
This is ****ing amazing!!! I loved it
Thank you a lot for all the impressive work you have put into it.
You are the best man.


SAME DEAL R. MIKA ALSO DONT KNOW MUCH ABOUT HER SOOOO HERES WHAT I GOT

define TRI = 17; // TRIANGLE, Y
define CIRCLE = 18; // CIRCLE, B
define CROSS = 19; // CROSS, A
define SQUARE = 20; // SQUARE, X
define R1 = 3; // R1, RB
define R2 = 4; // R2, RT
define L1 = 6; // L1, LB
define L2 = 7; // L2, LT
define TOUCH = 27; // TOUCH PAD
define UP = 13; // DPAD UP
define DOWN = 14; // DPAD DOWN
define BACK = 15; // DPAD BACK
define FORWARD = 16; // DPAD FORWARD
define MOVE_X = 11; // BACK ANALOG X
define MOVE_Y = 12; // BACK ANALOG Y

// End Flags. 254 and 255 should never be used in the
// data segment for other purposes.
//-----------------------------------------------------
define EOC = 254; // End of Combo
define EOD = 255; // End of Data Segment
//-----------------------------------------------------

//Define Combos
//--------------------------------------
define Combo_1 =0; //
define Combo_2 =1; //
define Combo_3 =2; //
define Combo_4 =3; //
define Combo_5 =4; //
define Combo_6 =5; //
define Combo_7 =6; //
define Combo_8 =7; //
define Fatality1 =8; //
define Fatality2 =9; //
//--------------------------------------

//Define Combo Adjusters
//--------------------------------------
define L1_PRESS =10; //
define L2_PRESS =11; //
define R1_PRESS =12; //
define R2_PRESS =13; //
//--------------------------------------

// Combo Data
//--------------------------------------
data(

R2_PRESS,

EOC,

R1_PRESS,

EOC,
L2_PRESS,

EOC,

L1_PRESS,

EOC,

Combo_1,
1,TRI,100,
4,0,30,
1,FORWARD,100,
23,0,2,
1,TRI,100,
4,0,41,
1,R1,100,
4,0,10,
1,DOWN,100,
2,
2,DOWN,100,
FORWARD,100,
2,
2,FORWARD,100,
TRI,100,
4,0,120,
EOC,

Combo_2,//STANDING 6 HIT 206 DAM DP//
2,DOWN,100,
CROSS,100,
4,0,30,
2,DOWN,100,
SQUARE,100,
4,0,10,
1,DOWN,100,
2,
2,DOWN,100,
FORWARD,100,
2,
2,FORWARD,100,
SQUARE,100,
4,0,120,
EOC,

Combo_3,// LOW START 11 HIT 1 METER 242 DAM DP//
1,TRI,100,
4,0,45,
1,TRI,100,
4,0,10,
1,DOWN,100,
2,
2,DOWN,100,
FORWARD,100,
2,
2,FORWARD,100,
R1,100,
4,0,120,
EOC,

Combo_4,//5 HIT 199 DAM DP//
2,DOWN,100,
CIRCLE,100,
4,0,50,
2,DOWN,100,
SQUARE,100,
4,0,10,
1,DOWN,100,
2,
2,DOWN,100,
FORWARD,100,
2,
2,FORWARD,100,
SQUARE,100,
4,0,120,
EOC,

Combo_5,//LOW STARTER 7 HIT 244 DAM//
1,TRI,100,
4,0,45,
2,FORWARD,100,
TRI,100,
4,0,2,
2,FORWARD,100,
TRI,100,
4,0,110,
1,DOWN,100,
2,
2,DOWN,100,
FORWARD,100,
2,
3,FORWARD,100,
SQUARE,100,
TRI,100,
4,0,120,
EOC,

Combo_6,
2,DOWN,100,
FORWARD,100,
2,
1,DOWN,100,
2,
2,DOWN,100,
BACK,100,
2,
3,BACK,100,
TRI,100,
SQUARE,100,
4,0,200,
EOC,

Combo_7,//HEATRUSH INTO V-TRIGGER INTO HEAVY DP//
1,CROSS,100,
4,0,30,
1,TRI,100,
4,0,10,
1,4,0,10,
1,DOWN,100,
2,
2,DOWN,100,
FORWARD,100,
2,
2,FORWARD,100,
TRI,100,
4,0,120,
EOC,

Combo_8,//CA-COMBO//
2,DOWN,100,
R1,100,
4,0,10,
1,DOWN,100,
2,
2,DOWN,100,
BACK,100,
2,
1,BACK,100,
4,0,2,
1,DOWN,100,
2,
2,DOWN,100,
BACK,100,
2,
2,BACK,100,
TRI,100,
4,0,120,
EOC,

Fatality1,//PERFECT KUNAI INPUT LOOP//
1,DOWN,100,
4,
2,DOWN,100,
FORWARD,100,
4,
2,FORWARD,100,
R1,100,
4,0,10,
EOC,

Fatality2,//KUNAI CALL ... HOLD X FOR CHARGE KUNAI CALL//
1,FORWARD,100,
2,
2,DOWN,100,
FORWARD,100,
2,
1,DOWN,100,
2,
2,DOWN,100,
BACK,100,
2,
2,BACK,100,
CROSS,100,
4,0,10,
EOC,

EOD );
//End Of Combo Data
//--------------------------------------

//Unmaps
unmap PS4_L3;
unmap PS4_LY;
unmap PS4_LX;

int i = -1, b, v;
int back = BACK, forward = FORWARD;
int button_1, button_2, button_3, button_4, button_5;
int value_1, value_2, value_3, value_4, value_5;
int wait_time;
int switch;
int delay_t;
int nohtyPecasreV;
int cancel;
int L2_press;
int L1_press;
int R2_press;
int R1_press;
int CanStart;
int SWITCH
main {
//Determine L2/L1 Press
//------------------------
if(event_press(PS4_L2)) {
L2_press =TRUE;
}else if(event_press(PS4_L1)) {
L1_press =TRUE;
}else if(event_press(PS4_R1)) {
R1_press =TRUE;
}else if(event_press(PS4_R2)) {
R2_press =TRUE;
}

// Determine Back and Forward
if(get_val(PS4_TOUCHX) >= 70) {
back = BACK; forward = FORWARD;
} else if(get_val(PS4_TOUCHX) <= -70) {
back = FORWARD; forward = BACK;
}//----------------------------------------------

// Determine Back and Forward for Combos
if(get_val(PS4_TOUCHX) >= 70) {
SWITCH = TRUE;
} else if(get_val(PS4_TOUCHX) <= -70) {
SWITCH = FALSE;
}

// If there is a combo to be executed
if(i >= 0 ) {
// Execute the 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 {
//Determine combo on L1/L2 Press
if(L2_press) {
L2_press = FALSE;
i = get_combo_index(L2_PRESS);
}else if(L1_press) {
L1_press = FALSE;
i = get_combo_index(L1_PRESS);
}else if(R1_press) {
R1_press = FALSE;
i = get_combo_index(R1_PRESS);
}else if(R2_press) {
R2_press = FALSE;
i = get_combo_index(R2_PRESS);

}else{
i = -1;
}
}
}

// CANCEL combos condition-----------------------------------------
// RS X / Y are in rest = cancel the combo


if(cancel==1){
if ( (abs(get_val (9)) <= 20 && abs(get_val (10)) <= 20) ) {
i = -1;
combo_stop(execute_step);
}
}else if(cancel==2){
if ( (abs(get_val (11)) <= 20 && abs(get_val (12)) <= 20) ) {
i = -1;
combo_stop(execute_step);
}
}


// Make sure the user inputs does not interfere in the combo
set_val(TRI, 0);
set_val(CIRCLE, 0);
set_val(CROSS, 0);
set_val(SQUARE, 0);
set_val(R1, 0);
set_val(R2, 0);
set_val(L1, 0);
set_val(L2, 0);
set_val(UP, 0);
set_val(DOWN, 0);
set_val(BACK, 0);
set_val(FORWARD, 0);
set_val(MOVE_X, 0);
set_val(MOVE_Y, 0);
} else {

// Combo Run
//--------------------------------------

// RS FORWARD
if (get_val (9) >= 60) {
cancel=1;
i = get_combo_index(Combo_1);
}
// RS BACK
if (get_val (9) <= -60) {
cancel=1;
i = get_combo_index(Combo_2);
}
// RS UP
if (get_val (10) <= -60) {
cancel=1;
i = get_combo_index(Combo_3);
}
// RS DOWN
if (get_val (10) >= 60) {
cancel=1;
i = get_combo_index(Combo_4);
}
// LS FORWARD
if (get_val (11)>= 60) {
cancel=2;
i = get_combo_index(Combo_5);
}
//LS BACK
if (get_val (11)<= -60) {
cancel=2;
i = get_combo_index(Combo_6);
}
// LS UP
if (get_val (12)<= -60) {
cancel=2;
i = get_combo_index(Combo_7);
}
// LS DOWN
if (get_val (12) >= 60) {
cancel=2;
i = get_combo_index(Combo_8);
}
// R3 Pressed
if (get_val (PS4_R3)) {
cancel=3;
i = get_combo_index(Fatality1);
}
// L3 Pressed
if (get_val (PS4_L3)) {
cancel=3;
i = get_combo_index(Fatality2);
}

// End Of Combo Run
//--------------------------------------
}
}

// 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) {
L1_press=0;
L2_press=0;
R1_press=0;
R2_press=0;
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() {
b = dbyte(i); i = i + 1;

//Determine L1/L2 Press
if(b > 5) {
if(L2_press) {
return(FALSE);
}else if(L1_press) {
return(FALSE);
}else if(R1_press) {
return(FALSE);
}else if(R2_press) {
return(FALSE);
}else{
b = b -6;
if(b<1 || b>5 ) return(FALSE);
}
}
if(b >= 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(b >= 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(b >= 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(b >= 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(b >= 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;
else if(wait_time > 2530) wait_time = 2530;

return(TRUE);
}

// If the step has FORWARD and BACK buttons, set the correct value.
function convert_back_forward(button) {
if(button == FORWARD) {
return(forward);
} else if(button == BACK) {

return(back);
}
return(button);
}

// Set the buttons and values, function used on the combos.
function set_buttons_values() {
if(button_1 != -1) set_val(button_1, value_1);
if(button_2 != -1) set_val(button_2, value_2);
if(button_3 != -1) set_val(button_3, value_3);
if(button_4 != -1) set_val(button_4, value_4);
if(button_5 != -1) set_val(button_5, value_5);
}