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Re: Animated Hitbox Data!

Posted: Thu Sep 16, 2010 11:34 pm
by felineki
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!

Posted: Tue Sep 21, 2010 8:59 pm
by felineki
Here's what I've managed to find out about Final Fight so far:
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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!

Posted: Fri Sep 24, 2010 9:56 am
by Dammit
Thanks, that made it easier.

http://mame-rr.googlecode.com/svn/lua/b ... tboxes.lua

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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.

Re: Animated Hitbox Data!

Posted: Sat Sep 25, 2010 9:57 am
by Buttermaker
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.
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But if you input them when Cody and Sodom are invulnerable, the moves retain that property.
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Re: Animated Hitbox Data!

Posted: Sun Sep 26, 2010 5:25 am
by felineki
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!

Posted: Mon Sep 27, 2010 6:38 pm
by phoenix
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!

Posted: Tue Sep 28, 2010 12:14 am
by Dammit
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.

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.
Cool.

Re: Animated Hitbox Data!

Posted: Fri Oct 01, 2010 7:41 am
by Dammit
Added Alien vs Predator and Cadillacs & Dinosaurs to the beatemup script.

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Tried Captain Commando but couldn't do it.

Re: Animated Hitbox Data!

Posted: Mon Oct 04, 2010 6:16 am
by Dammit
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 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
Didn't want to give out emails so I'm putting this here in case you want to respond.

Also, added Slammasters II to the CPS2 script
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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!

Posted: Fri Oct 08, 2010 11:16 pm
by error1
awesome
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Re: Animated Hitbox Data!

Posted: Sat Oct 09, 2010 7:58 am
by Dammit
And now with XMvSF
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Double super should be fixed but the other stuff isn't yet.

Re: Animated Hitbox Data!

Posted: Sat Oct 09, 2010 11:19 am
by Xenozip.
Daaamn, I have some catching up to do. Nice work.

Hahaha this looks awesome.

Re: Animated Hitbox Data!

Posted: Wed Oct 13, 2010 3:43 am
by felineki
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.

Re: Animated Hitbox Data!

Posted: Wed Oct 13, 2010 4:58 am
by Dammit
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.
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Re: Animated Hitbox Data!

Posted: Wed Oct 13, 2010 5:15 am
by error1
interesting, do air throws use the same type of hitbox? they act a lot more like normal hits in sfa

Re: Animated Hitbox Data!

Posted: Wed Oct 13, 2010 7:12 am
by Dammit
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.)

Re: Animated Hitbox Data!

Posted: Thu Oct 14, 2010 8:05 pm
by Buttermaker
Thanks for the throwboxes.

Rose's doesn't seem right.
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Re: Animated Hitbox Data!

Posted: Fri Oct 15, 2010 12:46 am
by Dammit
I think it's really just one pixel high.

The height of ground throws is irrelevant cuz the opponent must be on the ground.

Re: Animated Hitbox Data!

Posted: Sun Oct 17, 2010 1:02 am
by Xenozip.

Re: Animated Hitbox Data!

Posted: Sun Oct 17, 2010 7:58 am
by Dammit
like perfection

Re: Animated Hitbox Data!

Posted: Sun Oct 17, 2010 6:36 pm
by Maj
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!

Posted: Sun Oct 17, 2010 8:23 pm
by Xenozip.
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

Re: Animated Hitbox Data!

Posted: Sun Oct 17, 2010 11:08 pm
by Buttermaker
Is this related to the tripwire/Cody problem?

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Re: Animated Hitbox Data!

Posted: Mon Oct 18, 2010 1:07 am
by Dammit
Buttermaker wrote:Is this related to the tripwire/Cody problem?
That should be fixed in the current ver (r85 or later), which is also marked Oct 15 like r84.
Xenozip. wrote:CotA (with new script) http://bit.ly/8XOdAS
Excellent.
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?
Yep, should be fine now.

Re: Animated Hitbox Data!

Posted: Mon Oct 18, 2010 2:01 am
by Xenozip.
Marvel Super Heroes hitboxes http://bit.ly/bEz7dF

Re: Animated Hitbox Data!

Posted: Mon Oct 18, 2010 8:38 am
by Buttermaker
Dammit: Thanks. It still says "print("October 14, 2010")". That's why I didn't download it.

Re: Animated Hitbox Data!

Posted: Wed Oct 20, 2010 1:29 am
by Xenozip.

Re: Animated Hitbox Data!

Posted: Wed Oct 20, 2010 1:40 am
by Maj
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.

Re: Animated Hitbox Data!

Posted: Wed Oct 20, 2010 4:12 am
by error1
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!

Posted: Wed Oct 20, 2010 4:34 am
by Maj
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.