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This one may be a bit out there and will likely require very game-specific knowledge if it's even possible. Generally, games that save replays record a series of inputs to play back. I did a bit of digging for Skullgirls replays. They contain two files: a configuration that contains basic information (player names, characters, colors, stage, etc.) and a *.rnd file that contains a bunch of hex in the first half and rollback information in the second. It looks like someone started making a program to decode the hex into inputs here, but it seems they didn't get too far. I tried implementing their system but it seems that there is a lot of hex that doesn't match what they outlined.
Is anyone aware of any other attempts made at reading inputs from replay information? It's a long shot, but this could potentially be used to add functionality that approaches what playable replays gives you.
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This one may be a bit out there and will likely require very game-specific knowledge if it's even possible. Generally, games that save replays record a series of inputs to play back. I did a bit of digging for Skullgirls replays. They contain two files: a configuration that contains basic information (player names, characters, colors, stage, etc.) and a *.rnd file that contains a bunch of hex in the first half and rollback information in the second. It looks like someone started making a program to decode the hex into inputs here, but it seems they didn't get too far. I tried implementing their system but it seems that there is a lot of hex that doesn't match what they outlined.
Is anyone aware of any other attempts made at reading inputs from replay information? It's a long shot, but this could potentially be used to add functionality that approaches what playable replays gives you.
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