Search found 69 matches
- Fri Jun 24, 2011 5:00 am
- Forum: Game Engine Analysis
- Topic: Random Obscure Findings
- Replies: 228
- Views: 43959
Re: Random Obscure Findings
Sorry for the late reply. Your idea makes sense (it being a super rather than an ES). The graphics for his ending are in the first game, which implies they were considering having him playable at some point, and thus probably intended him to have a super. One more thing that I forgot to mention earl...
- Thu Jun 02, 2011 6:39 pm
- Forum: Game Engine Analysis
- Topic: Random Obscure Findings
- Replies: 228
- Views: 43959
Re: Random Obscure Findings
An unused animation (ES Plasma Beam?) for Huitzil in the first Darkstalkers game. The animation data was pretty fragmented and unfinished, so this is just a guess as to how it should look.
- Fri Apr 29, 2011 1:21 am
- Forum: Game Engine Analysis
- Topic: Animated Hitbox Data!
- Replies: 224
- Views: 49441
Re: Animated Hitbox Data!
Shu recently updated his Darkstalkers Frame Data site, now including hitbox diagrams made with the script. So far it only covers the normals, but the front page says he's planning to get to the rest eventually.
- Mon Apr 25, 2011 10:17 pm
- Forum: Game Engine Analysis
- Topic: Got any Questions about WW, CE, HF, SSF2, ST, HSF2, or HDR?
- Replies: 72
- Views: 32654
Re: Got any Questions about WW, CE, HF, SSF2, ST, HSF2, or H
Some relevant info here. It looks like once you've started that scrolling phenomenon (itself a variant of Guile's infamous Handcuffs/Magic Throw techniques), there are several possible resulting effects, the "Hey! Hey! Hey! Hey!" thing presumably being one of them.
- Sun Mar 27, 2011 6:00 pm
- Forum: Game Engine Analysis
- Topic: Animated Hitbox Data!
- Replies: 224
- Views: 49441
Re: Animated Hitbox Data!
Going back and checking again, it looks like only byte 0xFF8083 is necessary in VS. It seems to run on a bit-per-layer flag system: Bit 1 = Scroll 1, Bit 2 = Scroll 2, Bit 3 = Scroll 3. So 0x0E will have all 3 displayed, 0x00 will turn all of them off. While we're on the subject, the "backgroun...
- Sat Mar 26, 2011 10:36 pm
- Forum: Game Engine Analysis
- Topic: Animated Hitbox Data!
- Replies: 224
- Views: 49441
Re: Animated Hitbox Data!
A combination of trial-and-error and consultation of the MAME CPS video driver documentation . In MSHvSF, setting FF4C50-FF4C55 to all zeroes will disable all scroll layers. FF8030-FF8035 for Vampire Savior. I don't know how to change the plain color behind them (if it's even possible without dedica...
- Sat Mar 26, 2011 10:46 am
- Forum: Game Engine Analysis
- Topic: Animated Hitbox Data!
- Replies: 224
- Views: 49441
Re: Animated Hitbox Data!
I managed to get the background disabled through cheats in MSHvSF and Vampire Savior, so it's possible. The harder part is "background sprites" (animated people and such in the backdrop), those are a pain to deal with.
- Wed Mar 16, 2011 8:18 pm
- Forum: Game Engine Analysis
- Topic: Random Obscure Findings
- Replies: 228
- Views: 43959
Re: Random Obscure Findings
The Secret Files were a series of flyers that Capcom published for their arcade games in the late 90's that include artwork, staff comments, behind the scenes stuff, etc. You can see them all here.
- Wed Mar 16, 2011 1:52 am
- Forum: Game Engine Analysis
- Topic: Random Obscure Findings
- Replies: 228
- Views: 43959
Re: Random Obscure Findings
Yeah, that was the idea going by the sketch and caption included in the Secret File. It notes that they actually had it fully functioning in-game, but ended up removing it for whatever reason.
- Wed Mar 16, 2011 12:32 am
- Forum: Game Engine Analysis
- Topic: Random Obscure Findings
- Replies: 228
- Views: 43959
Re: Random Obscure Findings
Managed to find that the graphics for Blackheart's unused super mentioned in the MSHvSF Secret File are still in the game's data:
- Fri Feb 18, 2011 8:12 pm
- Forum: Game Engine Analysis
- Topic: Random Obscure Findings
- Replies: 228
- Views: 43959
Re: Random Obscure Findings
Vampire Hunter promotional video showing some beta version differences: http://www.youtube.com/watch?v=bjTZ_IcQ4Lg Note Victor's lightning bolt attack at ~1:45, and Lei-Lei's Jireitou continuing until it goes offscreen at ~3:05.
- Tue Jan 25, 2011 4:38 am
- Forum: Game Engine Analysis
- Topic: Random Obscure Findings
- Replies: 228
- Views: 43959
Re: Random Obscure Findings
Speaking of Vampire Savior glitches, here are a couple in Vampire Savior 2 I learned about recently: Trade hits with Phobos while Ray of Doom is active, and the two backup robots' beams will hit the opponent every frame while they leave the screen. I've only been able to get up to 27 or so hits myse...
- Wed Jan 19, 2011 3:52 am
- Forum: Game Engine Analysis
- Topic: Animated Hitbox Data!
- Replies: 224
- Views: 49441
Re: Animated Hitbox Data!
Yeah, it's purely about the whole box display layer as relative to the game screen, the boxes themselves seem to be perfect. Anyway, it seems that in the camera's standard position, the lowermost row of pixels on the screen is equivalent to Y position 0x10: http://felineki.fileave.com/hado-x0-y16.pn...
- Wed Jan 19, 2011 12:31 am
- Forum: Game Engine Analysis
- Topic: Animated Hitbox Data!
- Replies: 224
- Views: 49441
Re: Animated Hitbox Data!
So, I'm still working on documenting Vampire Savior stuff, I was studying the screen coordinate values and I noticed that going by what the numbers seem to imply, the Y axis offset of the script might have been off by a couple pixels. I think the -17 default offset might be more accurate as -15. htt...
- Fri Jan 14, 2011 8:46 pm
- Forum: Game Engine Analysis
- Topic: Random Obscure Findings
- Replies: 228
- Views: 43959
Re: Random Obscure Findings
Might have to do with the fact that on many of the PSX ports characters have an alternate animation set that is loaded only during a mirror match. In general a character's animation set is cut down compared to the original arcade version due to RAM limitations, but for a mirror match the full animat...
- Thu Dec 23, 2010 3:11 am
- Forum: Game Engine Analysis
- Topic: Random Obscure Findings
- Replies: 228
- Views: 43959
Re: Random Obscure Findings
Katakana-wise it's アイスバーン (aisubaan), which could be either "Ice Burn", or "Eisbahn" (German for "ice rink", and exists as a loan-word in Japanese according to my dictionary). I don't know which is official, but I went with "Eisbahn" since it creates a patch o...
- Thu Dec 23, 2010 12:21 am
- Forum: Game Engine Analysis
- Topic: Random Lazy Questions
- Replies: 279
- Views: 46343
Re: Random Lazy Questions
It's something that I noticed when I was trying to decipher exactly how SF2 determines damage. Every attack box has 3 parameters that determine damage. As labeled in the Object Test menu that is accessible in the CPS1 SF2's, they are "Atck DNo", "Adjust1" and "Adjust2"....
- Tue Dec 21, 2010 6:06 am
- Forum: Game Engine Analysis
- Topic: Random Obscure Findings
- Replies: 228
- Views: 43959
Re: Random Obscure Findings
VAMPIRE SAVIOR 1-1: Some ES Guard Cancels are unblockable during startup. 1-2: At the end of the match, the third eye of the fetus in the Fetus of God stage won't appear. 1-3: Zabel getting an afro during his MK winpose is random. (If turned off, it can be activated with MK + Select.) 1-4: Zabel ge...
- Tue Dec 21, 2010 5:15 am
- Forum: Game Engine Analysis
- Topic: Random Obscure Findings
- Replies: 228
- Views: 43959
Re: Random Obscure Findings
VAMPIRE HUNTER 1-1: Arcade version credit roll. 1-2: Phobos glitches: 1. If you hit a midair opponent with Confusioner just before losing by time out, the opponent will do their winpose in midair. This works even if you trade an attack with the opponent. 2. If you hit a Conusioner-affected opponent...
- Tue Dec 21, 2010 3:52 am
- Forum: Game Engine Analysis
- Topic: Random Obscure Findings
- Replies: 228
- Views: 43959
Re: Random Obscure Findings
Some discussion came up on the Darkstalkers Collection's Secret Option stars at Dammit's blog, and I figured I'd use my meager Japanese skills to translate what currently seems to be the most thorough documentation of them available: Shu's Darkstalkers Frame Data site. The listed effects are under t...
- Mon Dec 06, 2010 6:54 pm
- Forum: Game Engine Analysis
- Topic: Random Lazy Questions
- Replies: 279
- Views: 46343
Re: Random Lazy Questions
Thanks, nice work. Yeah, VH (and presumably the original DS, though I don't know for certain) has random components in the damage much like SF2, making this sort of thing difficult to measure. One more property with regard to random damage carried over from SF2 is that once a character's life goes b...
- Wed Dec 01, 2010 9:05 pm
- Forum: Game Engine Analysis
- Topic: Random Obscure Findings
- Replies: 228
- Views: 43959
Re: Random Obscure Findings
Felineki: any luck getting those dummied moves out? Not yet. I looked for animation data for the Blizzard Sword, but was unable to find any. I put together this mockup manually to show what it probably should have looked like: http://felineki.fileave.com/betablizzard.gif I also had it pointed out t...
- Sat Nov 20, 2010 5:23 pm
- Forum: Game Engine Analysis
- Topic: Random Obscure Findings
- Replies: 228
- Views: 43959
Re: Random Obscure Findings
Someone on a 2ch thread mentioned Donovan having an icicle drop special in the location test version of Vampire Hunter. I examined the graphic ROM and it looks like the graphics still exist for it: http://felineki.fileave.com/donovanicesword.png Looks like something along the lines of Dhylec becomin...
- Sat Nov 06, 2010 7:47 am
- Forum: Game Engine Analysis
- Topic: Random Lazy Questions
- Replies: 279
- Views: 46343
Re: Random Lazy Questions
Random lazy question: Anyone have data on defense rankings for Vampire Hunter? I've seen the ones for Savior at several places, but have yet to come across any for Hunter.
- Fri Nov 05, 2010 9:57 pm
- Forum: Game Engine Analysis
- Topic: Random Obscure Findings
- Replies: 228
- Views: 43959
Re: Random Obscure Findings
Some unused projectile(?) for Pyron:
- Mon Nov 01, 2010 8:46 pm
- Forum: Game Engine Analysis
- Topic: Random Lazy Questions
- Replies: 279
- Views: 46343
Re: Random Lazy Questions
I use "pushbox" because that's the term I was used to from Mugen terminology. For what it's worth, Mugen refers to the freeze upon moment of impact as "hitpause".
- Thu Oct 21, 2010 7:23 pm
- Forum: Game Engine Analysis
- Topic: Animated Hitbox Data!
- Replies: 224
- Views: 49441
Re: Animated Hitbox Data!
I had noticed that the pushboxes weren't showing up in the Japanese MSHvSF ROM (gotta have Norimaro ), I see you've addressed this now.
- Wed Oct 13, 2010 3:43 am
- Forum: Game Engine Analysis
- Topic: Animated Hitbox Data!
- Replies: 224
- Views: 49441
Re: Animated Hitbox Data!
Awesome work, you've made a ton of progress! I'm really enjoying reading the writeups on your blog, very interesting stuff. I'm looking into Vampire Savior's coding to see if it's at all feasible for throw boxes to be worked into the script or not. I'll let you know what I come up with. EDIT: It loo...
- Sun Sep 26, 2010 5:25 am
- Forum: Game Engine Analysis
- Topic: Animated Hitbox Data!
- Replies: 224
- Views: 49441
Re: Animated Hitbox Data!
Looks like Japanese Aulbath player Uminoko is using our script for his blog. Great to see it being put to use in more and more places.
- Tue Sep 21, 2010 8:59 pm
- Forum: Game Engine Analysis
- Topic: Animated Hitbox Data!
- Replies: 224
- Views: 49441
Re: Animated Hitbox Data!
Here's what I've managed to find out about Final Fight so far: http://felineki.fileave.com/0000.png Obj Test is accessible by setting dipswitch C-8 on and holding down P1 jump as the game starts up. P1 Start: Increment STAGE. (?) P1 Up/Down: Increment animation pattern. P1 Left: Toggle grid display....