There's no need to open the process every time we want to read something.

Opening the process takes anywhere from 1ms and up depending on the computer.
Mine does it in ~2ms (i7@4.6GHz). Removing this delay will make frames drop less often.
There's only 16.6ms in a frame, and we read from memory at least once per frame.
In SF4 Box Viewer the performance went from 5-15FPS to 150-200FPS after I added this optimization.
Frame Trapped should now work with stage quality set to low. Fixed small bug in the MemoryEditor. Added some more memory addresses.

The MemoryEditor had a small bug in it, we should now be able to read a byte array from memory.
Added some more memory addresses, these are:
GetCharacter(int player) - Returns the character name as a string use GetCharacter(1) for player 1 and GetCharacter(2) for player 2.
GetAnimationFrame(int player) - Gets the currently playing character animation frame.
GetPlayerScript(int player) - Gets the currently playing script.
GetComboCounter - Gets the combocounter as an int. Both players share the same combocounter! As long as it's obove 0 you are in a combo.
Made Frame Trapped compatible with the new Steamworks version of SF4 (v. 2014)

Removed support for the old Steam version and the non-Steam (GFWL) version.
Merge pull request #19 from lullius/BugFixingBranch

Bug fixes and compatibility improvement.