Here's a list of the information you can get from a replay with RepASM :
- Generate an image of the map included in the replay (since 3.2)
- The probable winner of a game (only for duels ; since 4.0)
- The list of actions made by a specified player (since 4.0)
- Extract a map from a replay (since 4.0)
- Get information about a map : name, dimensions, tileset, starting locations (since 4.0)
- The type of StarCraft used in this replay (StarCraft or Brood War ; since 2.2)
- The name of the game
- The type of the game (Melee, Capture the Flag, Greed, etc... ; since 3.0)
- If a replay contains RWT data (since 4.0)
- If a replay is a First Person Replay (FPREP ; since 4.0)
- The duration of the game (in seconds)
- The total number of players
- The date of the game (as a Unix timestamp)
- The map used in the game
- The matchup of the game (since 2.2)
- The teams formed during the game (since 2.2)
- Each player's name
- Each player's APM
- Each player's color
- Each player's race
- Each player's starting location
- Each player's starting location as normalized coordinates (since 2.0)
- If a player was an observer (since 2.2)
Notes and warnings :
- On some replays, some information can be corrupted, leading to errors in the results returned by RepASM.
- Because the replays do not include any version number that we know of, RepASM can't tell if a game is for 1.09 or 1.11 or whatever. A workaround consists in getting the date and testing if it was played before or after the official release date of a patch ; see this piece of PHP code made by Chr1s for such a function (this is now included since RepASM 3.2) :
- Because of approximation and roundings in the computing, the APM returned by RepASM might differ slightly (by 1 or 2 APM) from the APM given by BWChart.
- The starting locations are computed and not hardwired ; therefore, the "3" location on Lost Temple is referred as "2" in RepASM (yes, look on this image), the "6" location becomes "7" in RepASM, etc...
- For some types of game like Melee, Greed or Sudden Death, the Teams are not a data that is given in the replay. Therefore, we have to compute manually how the teams were formed. The calculation is based on which Ally actions were made by actual players (not obs) during the first half of the game. Past this time, the players who ally themselves with others are not considered part of any team. CPU players are all put into the same team.
- Observers are detected on a "build" basis : players who build anything on the map will be considered as players and not observers. Therefore, bad mannered observers will be detected as actual players.
- Because of our lack in having a correct MBCS development environment, it is highly unlikely that RepASM can return correct Korean/Chinese/Japanese or other MBCS characters. Actually, we don't even now how these are handled in a .rep file :D However, if you wish to help us to fix this issue, please see the Development section or contact us.
- The player's color can be wrong if the game was played on a custom map using some weird colors (i.e. other than tan, pale yellow, etc...).