Search found 203 matches

by Dammit
Wed Oct 13, 2010 7:12 am
Forum: Game Engine Analysis
Topic: Animated Hitbox Data!
Replies: 224
Views: 32628

Re: Animated Hitbox Data!

Committed the changes so you can see them in SFA3 now, but they still don't know when to disappear. Activate with lua hotkey 5.

It's the same for air throws, but the boxes tend to be tiny. (But check out the vertical on Akuma's air throw.)
by Dammit
Wed Oct 13, 2010 4:58 am
Forum: Game Engine Analysis
Topic: Animated Hitbox Data!
Replies: 224
Views: 32628

Re: Animated Hitbox Data!

I just discovered that literally a few minutes ago... What a stupid way to program the moves. I wonder if anything can be done about it. SFA3 is more sensible and writes the throw ID to ram instead (offset 0x32f) but I still have to figure out when to make the box go away. http://img225.imageshack.u...
by Dammit
Sat Oct 09, 2010 7:58 am
Forum: Game Engine Analysis
Topic: Animated Hitbox Data!
Replies: 224
Views: 32628

Re: Animated Hitbox Data!

And now with XMvSF
Image

Double super should be fixed but the other stuff isn't yet.
by Dammit
Mon Oct 04, 2010 6:16 am
Forum: Game Engine Analysis
Topic: Animated Hitbox Data!
Replies: 224
Views: 32628

Re: Animated Hitbox Data!

I got this email today: Holy shit that is awesome! I haven't tried it yet but was happy to see ST hitboxes displayed in the article/vid ... I think I heard someone was working on this a while back but didn't think anyone would put in that much effort... amazing, hats off to you and the others that m...
by Dammit
Fri Oct 01, 2010 7:41 am
Forum: Game Engine Analysis
Topic: Animated Hitbox Data!
Replies: 224
Views: 32628

Re: Animated Hitbox Data!

Added Alien vs Predator and Cadillacs & Dinosaurs to the beatemup script.

Image
Image

Tried Captain Commando but couldn't do it.
by Dammit
Fri Oct 01, 2010 5:12 am
Forum: Resources and Guides
Topic: Looking for Programmable Controllers
Replies: 92
Views: 12015

Re: Looking for Programmable Controllers

Nice. I should update automacro sometime...
by Dammit
Wed Sep 29, 2010 6:50 am
Forum: Film Editing Room
Topic: Native Resolution vs Standard Resolution
Replies: 11
Views: 4210

Re: Native Resolution vs Standard Resolution

What about SNK games? Their native resolution is 320x224. Neo-Geo is supposed to be 4:3. There are games that only use 304 of the 320 pixels. Another example of this is the NES. The top and bottom 8 lines are not shown (at least on NTSC TVs) which means less stretching is required to get the right ...
by Dammit
Tue Sep 28, 2010 6:20 am
Forum: News and Community Events
Topic: Random Cool Stuff 2010
Replies: 293
Views: 23936

Re: Yo check this out yo

Jesus, those others are terrible. You better win this Doopliss.
by Dammit
Tue Sep 28, 2010 12:14 am
Forum: Game Engine Analysis
Topic: Animated Hitbox Data!
Replies: 224
Views: 32628

Re: Animated Hitbox Data!

No, not at the moment. If you just want a screenshot you can do this , use autopause, then swap over to the hitbox viewer and advance a few frames. If you want a video you can use macrolua to record an FBM, then play it while running the viewer + AVI dump . Looks like Japanese Aulbath player Uminoko...
by Dammit
Mon Sep 27, 2010 8:46 am
Forum: Game Engine Analysis
Topic: SSF4 Combo Engine Investigation
Replies: 482
Views: 24204

Re: SSF4 Combo Engine Investigation

How about Dhalsim c.LK xx teleport?
by Dammit
Fri Sep 24, 2010 9:56 am
Forum: Game Engine Analysis
Topic: Animated Hitbox Data!
Replies: 224
Views: 32628

Re: Animated Hitbox Data!

Thanks, that made it easier. http://mame-rr.googlecode.com/svn/lua/beatemup-hitboxes.lua http://img204.imageshack.us/img204/343/ffighthitbox.png There's just one blue and one red box per object. I didn't play through the whole game but it's looking good. Even barrels and stuff have boxes showing. On...
by Dammit
Thu Sep 23, 2010 6:57 am
Forum: Resources and Guides
Topic: pcsx-rr set up
Replies: 8
Views: 2437

Re: pcsx-rr set up

So what happened exactly?

btw, if you are serious about learning Lua (which you don't have to), I suggest you start with gens and look at the html documentation and examples in the package.
by Dammit
Wed Sep 15, 2010 9:51 am
Forum: Game Engine Analysis
Topic: Animated Hitbox Data!
Replies: 224
Views: 32628

Re: Animated Hitbox Data!

Totally possible. If they exist, you can show them. Most of the objects lack a pushbox which might make things easier. The depth dimension would just not be shown in this case. Speaking of pushboxes, I notice here that they went out of their way to get rid of them. That's not wise because they help ...
by Dammit
Tue Sep 14, 2010 7:04 am
Forum: Resources and Guides
Topic: pcsx-rr set up
Replies: 8
Views: 2437

Re: pcsx-rr set up

Save it in a text file with a .lua extension. Then when you click browse in PCSX's lua window, run that file in the same way you'd run macro.lua.
by Dammit
Tue Sep 14, 2010 3:14 am
Forum: Multimedia Projects
Topic: Majestic Screenshot Gallery
Replies: 280
Views: 21548

Re: Majestic Screenshot Gallery

No, but you could dump a video and get your frame that way.
by Dammit
Tue Sep 14, 2010 1:20 am
Forum: Resources and Guides
Topic: pcsx-rr set up
Replies: 8
Views: 2437

Re: pcsx-rr set up

Macrolua works fine with PCSX. You might have a corrupt savestate. Try resaving it. It loads fine if you load it the usual way, right? If it does, see if this works. Save this line and run it as a script savestate.load(savestate.create(1)) That should just load state number 1. If it crashes somethin...
by Dammit
Mon Sep 13, 2010 8:48 am
Forum: Resources and Guides
Topic: pcsx-rr set up
Replies: 8
Views: 2437

Re: pcsx-rr set up

For now, you can get those dlls in the previous version:
http://code.google.com/p/pcsxrr/downloa ... r-v013a.7z
by Dammit
Sat Sep 11, 2010 5:32 am
Forum: Resources and Guides
Topic: FBA bug reports
Replies: 45
Views: 18320

Re: FBA bug reports

It's a glorified comment marker. The rest of the stuff on its line gets ignored. I usually have a basic comment at the top of my scripts, and I just change the # to a ###. I wanted to add an extra function without reserving another special character or adding another hotkey, so I coopted an existing...
by Dammit
Sat Sep 11, 2010 4:16 am
Forum: Resources and Guides
Topic: FBA bug reports
Replies: 45
Views: 18320

Re: FBA bug reports

Hmm. Try this: http://macrolua.googlecode.com/svn-history/r82/trunk/macro.lua Change: Loop mode (activated with ###) rereads the script when it gets to the end instead of repeating the first read. This way you can edit the script and see the results without having to alt tab back and press ; again.
by Dammit
Sat Sep 11, 2010 2:45 am
Forum: Resources and Guides
Topic: FBA bug reports
Replies: 45
Views: 18320

Re: FBA bug reports

I put up with that one for months till mz told me you can just enable misc > options > Always process keyboard input. You have to disable auto pause at least temporarily to ungrey it.
by Dammit
Wed Sep 08, 2010 5:03 am
Forum: News and Community Events
Topic: Random Cool Stuff 2010
Replies: 293
Views: 23936

Re: Yo check this out yo

Keiko wrote:I lol'd so hard:

http://www.youtube.com/watch?v=UKxPeod8pvY

Dont even bother to watch this movie if you're a KOF Fan, seriusly.
Image
by Dammit
Tue Sep 07, 2010 4:11 am
Forum: Game Engine Analysis
Topic: Animated Hitbox Data!
Replies: 224
Views: 32628

Re: Animated Hitbox Data!

I fully intend to get my grubby hands on CPS-3.
by Dammit
Sat Sep 04, 2010 3:46 am
Forum: Film Editing Room
Topic: Native Resolution vs Standard Resolution
Replies: 11
Views: 4210

Re: Native Resolution vs Standard Resolution

Videos and moving pictures should always be 4:3 or however they were meant to be seen. Nothing says "emulator, lol" like the goofy aspect ratio. If possible, rescale losslessly (with the video container settings) rather than re-encoding which is lossy. But, if you make a composed screensho...
by Dammit
Sat Sep 04, 2010 3:18 am
Forum: Game Engine Analysis
Topic: Animated Hitbox Data!
Replies: 224
Views: 32628

Re: Animated Hitbox Data!

Added Gem Fighters.
Image
It has only two vulnerability boxes instead of three and you usually only get one.

Yeah I'd been putting off Marvel cause I can tell it's going to be very different.
by Dammit
Fri Sep 03, 2010 5:10 am
Forum: Game Engine Analysis
Topic: Animated Hitbox Data!
Replies: 224
Views: 32628

Re: Animated Hitbox Data!

Thanks, added. Each game has its own number of proj slots and it seems dstlk has only four, the lowest of any I've seen. It seems only nwarr uses two banks of projectiles. After that they must have figured out to just increase the limit as needed. Also added cybots. http://a.imageshack.us/img517/610...
by Dammit
Thu Sep 02, 2010 6:48 am
Forum: Game Engine Analysis
Topic: Animated Hitbox Data!
Replies: 224
Views: 32628

Re: Animated Hitbox Data!

Added SFA1.

Image
It's structurally the same as nwarr but without the special projectiles mess. Box parameters are only 1 byte like SF2, which may have strange results for long range normals. (Maybe that's why Dhalsim's not in this one?)
by Dammit
Wed Sep 01, 2010 8:08 am
Forum: Game Engine Analysis
Topic: Animated Hitbox Data!
Replies: 224
Views: 32628

Re: Animated Hitbox Data!

Fixed the special projectile stuff in nwarr. It's not showing for a few that seem to have missing hitbox pointers but otherwise complete. http://a.imageshack.us/img23/6140/nwarrhitboxes.png Rikuo c.HP ftl. I don't know what to make of the vertical scroll lag in Xenozip's video. They aren't that big ...
by Dammit
Tue Aug 31, 2010 9:28 am
Forum: Game Engine Analysis
Topic: Animated Hitbox Data!
Replies: 224
Views: 32628

Re: Animated Hitbox Data!

OK, finally integrated nwarr into the cps2 script. The pushboxes should be OK now. There's been some internal changes that might make it easier to read and update. It seems like the weak boxes are only used on certain projectiles in nwarr. I think they determine where the gong has to touch to reflec...
by Dammit
Sun Aug 29, 2010 7:56 pm
Forum: Game Engine Analysis
Topic: Animated Hitbox Data!
Replies: 224
Views: 32628

Re: Animated Hitbox Data!

D'oh, I've been working on nwarr myself. It's pretty much SF2ish except LeiLei's gong projectiles appear in a special place in RAM. http://lua.pastebin.com/HFTLViJt (experimental, only works for nwarr) I think I'll need more innfo in MSHvSF before I can work with it. Edit: fixed the SF2 script so it...