Animated Hitbox Data!
Re: Animated Hitbox Data!
On the subject of hitboxes for scrolling beat em ups: I'm pretty sure Final Fight had an object test menu much like the CPS1 SF2s that could show hitboxes. I'll try and look into it soon and post any findings here.
Re: Animated Hitbox Data!
Here's what I've managed to find out about Final Fight so far:
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.
P1 Right: Change backdrop color.
P1 Attack: Plays back the current animation pattern in realtime while held.
P1 Jump: Resets current animation pattern.
P2 Start + P1 Up/Down: Increment character.
P2 Up/Down OR P1 Button 3 + P1 Up/Down: Change mode (as indicated in upper-right).
NORMAL:
P2 Left/Right: Flip character direction.
P2 Attack: Place an afterimage of the currently displayed frame.
P2 Jump: Clear afterimage.
SIZE:
P2 Attack: Activate edit mode.
P2 Up/Down/Left/Right: When edit mode is active, change character position.
P2 Jump: Deactivate edit mode.
BODY:
P2 Attack: Activate edit mode. Creates a display of the body box for the currently displayed frame.
P2 Up/Down/Left/Right: When edit mode is active, change body box position.
P2 Attack+ P2 Up/Down/Left/Right: When edit mode is active, change body box size.
P2 Jump: Deactivates edit mode, clears body box display.
ATTACK:
P2 Attack: Activate edit mode. Creates a display of the attack box for the currently displayed frame.
P2 Up/Down/Left/Right: When edit mode is active, change attack box position.
P2 Attack+ P2 Up/Down/Left/Right: When edit mode is active, change attack box size.
P2 Jump: Deactivates edit mode, clears attack box display.
(Unlabeled):
P2 Attack: Activate edit mode. Creates a weapon display.
P2 Up/Down/Left/Right: When edit mode is active, change weapon position.
P2 Attack + P2 Left/Right: When edit mode is active, change weapon sprite.
P2 Jump: Deactivates edit mode, clears weapon display.
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.
P1 Right: Change backdrop color.
P1 Attack: Plays back the current animation pattern in realtime while held.
P1 Jump: Resets current animation pattern.
P2 Start + P1 Up/Down: Increment character.
P2 Up/Down OR P1 Button 3 + P1 Up/Down: Change mode (as indicated in upper-right).
NORMAL:
P2 Left/Right: Flip character direction.
P2 Attack: Place an afterimage of the currently displayed frame.
P2 Jump: Clear afterimage.
SIZE:
P2 Attack: Activate edit mode.
P2 Up/Down/Left/Right: When edit mode is active, change character position.
P2 Jump: Deactivate edit mode.
BODY:
P2 Attack: Activate edit mode. Creates a display of the body box for the currently displayed frame.
P2 Up/Down/Left/Right: When edit mode is active, change body box position.
P2 Attack+ P2 Up/Down/Left/Right: When edit mode is active, change body box size.
P2 Jump: Deactivates edit mode, clears body box display.
ATTACK:
P2 Attack: Activate edit mode. Creates a display of the attack box for the currently displayed frame.
P2 Up/Down/Left/Right: When edit mode is active, change attack box position.
P2 Attack+ P2 Up/Down/Left/Right: When edit mode is active, change attack box size.
P2 Jump: Deactivates edit mode, clears attack box display.
(Unlabeled):
P2 Attack: Activate edit mode. Creates a weapon display.
P2 Up/Down/Left/Right: When edit mode is active, change weapon position.
P2 Attack + P2 Left/Right: When edit mode is active, change weapon sprite.
P2 Jump: Deactivates edit mode, clears weapon display.
Re: Animated Hitbox Data!
Thanks, that made it easier.
http://mame-rr.googlecode.com/svn/lua/b ... tboxes.lua
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. Only problem I spotted is enemies thrown by Guy and Cody are missing red boxes.
http://mame-rr.googlecode.com/svn/lua/b ... tboxes.lua
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. Only problem I spotted is enemies thrown by Guy and Cody are missing red boxes.
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Re: Animated Hitbox Data!
This might be worth an addition to Dammit's hitbox article:
If you input the Bad Spray or the Tengu Walking when Cody and Sodom are vulnerable, you'll get the regular versions of those moves.
But if you input them when Cody and Sodom are invulnerable, the moves retain that property.
If you input the Bad Spray or the Tengu Walking when Cody and Sodom are vulnerable, you'll get the regular versions of those moves.
But if you input them when Cody and Sodom are invulnerable, the moves retain that property.
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.
Re: Animated Hitbox Data!
This might sound like a silly question, but: is there a way to run both macro.lua and the cps2 hitbox displayer at the same time in FBA-RR? I've been trying all kinds of things, but I know nothing about lua so it wasn't very fruitful.
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.
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.
Cool.felineki wrote: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.
Re: Animated Hitbox Data!
Added Alien vs Predator and Cadillacs & Dinosaurs to the beatemup script.
Tried Captain Commando but couldn't do it.
Tried Captain Commando but couldn't do it.
Re: Animated Hitbox Data!
I got this email today:
Also, added Slammasters II to the CPS2 script
The yellow is the throw box and the faint white is the throwable box. (It's hard to pick the right colors/transparency with this many boxes.)
Didn't want to give out emails so I'm putting this here in case you want to respond.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 made this possible. Can you let me know their emails? I'm really curious as to how it was done in as much detail as possible. Years ago I made a frame grabber program that let you draw up your best guess at where hitboxes might be, and an input display/playback (nothing integrated into the game's/emulator's inputs itself like your input scripter, that looks great too from the demo vid).
David Boudreau (XSPR online)
fawnix at gmail.com
Also, added Slammasters II to the CPS2 script
The yellow is the throw box and the faint white is the throwable box. (It's hard to pick the right colors/transparency with this many boxes.)
Re: Animated Hitbox Data!
And now with XMvSF
Double super should be fixed but the other stuff isn't yet.
Double super should be fixed but the other stuff isn't yet.
Re: Animated Hitbox Data!
Daaamn, I have some catching up to do. Nice work.
Hahaha this looks awesome.
Hahaha this looks awesome.
Looks like Jolly Ranchers & Baskin's Sherbet.
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 looks like the throw boxes are actually included in the attack hitbox lists, but the routine that checks them seems to be hard coded on a per-move basis, so I don't think the script would be able to show them.
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 looks like the throw boxes are actually included in the attack hitbox lists, but the routine that checks them seems to be hard coded on a per-move basis, so I don't think the script would be able to show them.
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.
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.
Re: Animated Hitbox Data!
interesting, do air throws use the same type of hitbox? they act a lot more like normal hits in sfa
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.)
It's the same for air throws, but the boxes tend to be tiny. (But check out the vertical on Akuma's air throw.)
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Re: Animated Hitbox Data!
Thanks for the throwboxes.
Rose's doesn't seem right.
Rose's doesn't seem right.
Re: Animated Hitbox Data!
I think it's really just one pixel high.
The height of ground throws is irrelevant cuz the opponent must be on the ground.
The height of ground throws is irrelevant cuz the opponent must be on the ground.
Re: Animated Hitbox Data!
like perfection
Re: Animated Hitbox Data!
Is Storm's whirlwind supposed to look like that? Seems like the hitboxes are backwards. And what's up with Gambit's card hitboxes getting stuck?
Re: Animated Hitbox Data!
Check his new blog post, he explains that he just figured out how the projectiles work and updated the script.
CotA (with new script) http://bit.ly/8XOdAS
CotA (with new script) http://bit.ly/8XOdAS
Looks like Jolly Ranchers & Baskin's Sherbet.
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Re: Animated Hitbox Data!
Is this related to the tripwire/Cody problem?
Re: Animated Hitbox Data!
That should be fixed in the current ver (r85 or later), which is also marked Oct 15 like r84.Buttermaker wrote:Is this related to the tripwire/Cody problem?
Excellent.Xenozip. wrote:CotA (with new script) http://bit.ly/8XOdAS
Yep, should be fine now.Maj wrote:Is Storm's whirlwind supposed to look like that? Seems like the hitboxes are backwards. And what's up with Gambit's card hitboxes getting stuck?
Re: Animated Hitbox Data!
Marvel Super Heroes hitboxes http://bit.ly/bEz7dF
Looks like Jolly Ranchers & Baskin's Sherbet.
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Re: Animated Hitbox Data!
Dammit: Thanks. It still says "print("October 14, 2010")". That's why I didn't download it.
Re: Animated Hitbox Data!
Hey what's with the uneven white flash at 0:29? You can see white silhouettes of the characters and lifebars/meters. I've noticed a lot of emulators cause that mess, but that's not how it looks in the arcade.
It could be a framerate problem where u2b displays it for longer than it's supposed to, but it's very noticeable in some people's videos and looks really ugly. I wouldn't be surprised if it was a graphical emulation inaccuracy.
It could be a framerate problem where u2b displays it for longer than it's supposed to, but it's very noticeable in some people's videos and looks really ugly. I wouldn't be surprised if it was a graphical emulation inaccuracy.
Re: Animated Hitbox Data!
It could be a case of the game looking different on an old crt then a modern display, many gens and nes games look wrong on an emulator because the graphics are meant to be blurred, and cropped by the display.
Re: Animated Hitbox Data!
No, that's not the problem. Try to find one of those fucked up half-blank frames using frame advance. They just don't exist. You get a single frame of uniform white whenever a special move connects and then it's back to full color.
But if you try to record an AVI, every white flash gets split up into two frames: one where the background is blank white, and one where the characters and lifebars/meters are white. It's a recording flaw for sure.
But if you try to record an AVI, every white flash gets split up into two frames: one where the background is blank white, and one where the characters and lifebars/meters are white. It's a recording flaw for sure.