Animated Hitbox Data!
Re: Animated Hitbox Data!
Hmm, I tried updating the script with that desync fix and it appears to still be two frames off. I also tried running the game speed at normal instead of turbo, same thing. Not really sure what's causing it, my theory was that CPS2 has a two frame input delay, but the hitboxes themselves do not have that same input delay.
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Re: Animated Hitbox Data!
Actually, I'm now noticing that the frame desync is inconsistent even when set to normal game speed. For example when looking at Lei-Lei(Hsienko)'s LP or MP the hitbox appears before the animation for the attack appears. In the case of LP it seems the hitbox will also end before the knife appears, but sometimes both the knife and the hitbox will by visible at the same time. Same with true for the claw in MP, so it's not just a light-attack thing. So I guess the desync is usually 3F but sometimes randomly 2F?
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Re: Animated Hitbox Data!
Sound like the variance might be due to frameskip.
I'm working on a modification to delay the boxes, and mz is working on adding more games...
I'm working on a modification to delay the boxes, and mz is working on adding more games...
Re: Animated Hitbox Data!
Oh awesome. Hope it's something simple.
I actually started adding stills to the wiki http://vsav.mizuumi.net/index.php/Hitboxes
Heard some people say they'd help me, and even a Japanese guy on GGPO wants to help too, lol.
I actually started adding stills to the wiki http://vsav.mizuumi.net/index.php/Hitboxes
Heard some people say they'd help me, and even a Japanese guy on GGPO wants to help too, lol.
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Re: Animated Hitbox Data!
OK, now it works with both vsav and sfa3 thanks to more reverse engineering by mz.
You can increase the DRAW_DELAY value at the top to make the boxes get drawn later, and it might be good to stick to Normal speed.
http://pastebin.com/B0YU3Vig
edit: If you want to just grab stills, try the Misc > shot factory option in FBA.
mz says the boxes for jumping, non-attacking chars in SFA3 are supposed to look like that. (The green and blue overlap exactly.)

You can increase the DRAW_DELAY value at the top to make the boxes get drawn later, and it might be good to stick to Normal speed.
http://pastebin.com/B0YU3Vig
edit: If you want to just grab stills, try the Misc > shot factory option in FBA.
mz says the boxes for jumping, non-attacking chars in SFA3 are supposed to look like that. (The green and blue overlap exactly.)

Re: Animated Hitbox Data!
You guys are fucking awesome. Thanks for everything and then some.
Hmm, so shot factory works? When I tried it in FBA-RR there was two problems, first it doesn't capture the hitboxes, and second I couldn't perform any actions or do anything (like click the main FB window) other than advance a frame or disable layers while in the screen shot factory window.
Hmm, so shot factory works? When I tried it in FBA-RR there was two problems, first it doesn't capture the hitboxes, and second I couldn't perform any actions or do anything (like click the main FB window) other than advance a frame or disable layers while in the screen shot factory window.
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Re: Animated Hitbox Data!
New vid http://bit.ly/d4CMzX
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Re: Animated Hitbox Data!
Woops, I should have tested it before recommending it. Yeah, shot factory is more like shit factory for now.
edit: here's a vsav code in FBA format that might be useful. (mz found it.)

edit: here's a vsav code in FBA format that might be useful. (mz found it.)
Code: Select all
cheat "hide meters (activate before match start)"
0 "default"
1 "hide", 0, 0xfff000, 0, 0, 0xfff214, 1

Re: Animated Hitbox Data!
Awesome, very nice.
Here's a couple other codes that might be useful.
Here's a couple other codes that might be useful.
Code: Select all
cheat "Infinite Battle Time"
default 0
0 "Disabled"
1 "Enabled", 0, 0xFF8109, 0x63
cheat "P1 Inf Power Level"
default 0
0 "Disabled"
1 "Enabled", 0, 0xFF8509, 0x63
cheat "P1 Inf Power Gauge"
default 0
0 "Disabled"
1 "Enabled", 0, 0xFF850B, 0x90
cheat "P1 Palette Effect"
default 0
0 "Disabled"
1 "No Flash", 0, 0xFF854F, 0x00, 0, 0xFF854E, 0x00
2 "Es Flash", 0, 0xFF854F, 0x1C, 0, 0xFF854E, 0x1C
3 "Ex Flash", 0, 0xFF854F, 0x1E, 0, 0xFF854E, 0x1E
cheat "BackGround Select"
default 0
0 "Disabled"
1 "Abaraya", 0, 0xFF8101, 0x0A
2 "Concrete Cave", 0, 0xFF8101, 0x02
3 "Deserted Chateau", 0, 0xFF8101, 0x08
4 "Feast of the Damned", 0, 0xFF8101, 0x00
5 "Fetus of God", 0, 0xFF8101, 0x16
6 "Forever Torment", 0, 0xFF8101, 0x10
7 "Green Scream", 0, 0xFF8101, 0x12
8 "Iron Horse & Iron Terror", 0, 0xFF8101, 0x14
9 "Red Thirst", 0, 0xFF8101, 0x06
10 "Tower of Arrogance", 0, 0xFF8101, 0x04
11 "Vanity Paradise", 0, 0xFF8101, 0x0C
12 "War Agony", 0, 0xFF8101, 0x0E
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Re: Animated Hitbox Data!
DARK sends his regards. <3DARK youtube wrote:thank you Xenozip
later, I will try it.
And I analyze and enjoy A3 more!
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Re: Animated Hitbox Data!
Lookin good http://bit.ly/aLdl7J
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Re: Animated Hitbox Data!
Dammit, felineki and mzk (alphabetical order): You guys are the best. Thanks a lot for all the hard work.
It works with MAME-RR.Xenozip. wrote:it doesn't capture the hitboxes
Re: Animated Hitbox Data!
mz has now added sfa2 and zero 2 alpha:

Thanks to Rithli for some comparisons.
The permanent home will be this link:
http://mame-rr.googlecode.com/svn/lua/cps2-hitboxes.lua
Further updates will have the same location. Try to replace any public links with this one.


The permanent home will be this link:
http://mame-rr.googlecode.com/svn/lua/cps2-hitboxes.lua
Further updates will have the same location. Try to replace any public links with this one.
Re: Animated Hitbox Data!
This stuff is really amazing guys. Thanks for all the hard work!
Re: Animated Hitbox Data!
Pretty awesome. Thanks for everything.
We're still going crazy over the vsav boxes http://vsav.mizuumi.net/index.php/Lei-Lei
We're still going crazy over the vsav boxes http://vsav.mizuumi.net/index.php/Lei-Lei
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Re: Animated Hitbox Data!
There are situations where a character is invulnerable, yet there is a vulnerability hitbox. Is that right or an error in the script?


Re: Animated Hitbox Data!
Can you describe exactly what you expected to see?
Re: Animated Hitbox Data!
It might be helpful to compare them to the hitboxes published in Japanese guides. All About SFZ3 has some for each character, although i'm not sure how they obtained them. Maybe they're simply guessing based on behavioral observations, for all we know.
Re: Animated Hitbox Data!
Well, I noticed in the case of Vampire Savior when some one performs a GC (Lei-Lei for example) the character should be invulnerable, but has a hittable box. That's rather minor though, I assume a separate invulnerability thread is applied to the hittable boxes during GC's and the hittable boxes are simply left there (but do not interact with attack boxes).Dammit wrote:Can you describe exactly what you expected to see?
In the case of SFA3 I assume when a character becomes invulnerable due to juggle limit being reached they will still have a hittable box, and an invulnerability thread is applied to the hittable boxes. This would sort of have to be the case because things like Gen's jakouha grab super can still grab a technically invulnerable opponent, and so there must be some hittable box still there for it to grab on to. Things like Akuma's MP and HP DP's still correctly display full-body invulnerability, since there is no hittable box during their startup.
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Re: Animated Hitbox Data!
Ah, thanks Maj (and Keiko). Always good to have more reference material. The All About people must be getting debug versions from Capcom because those boxes are too perfect.
OK, new version with invulnerability check. Notice in vsav how certain GC moves give invuln while the non-GC versions don't. I don't know that much about sfa3 but at least the corner juggle limit should be accounted for.

OK, new version with invulnerability check. Notice in vsav how certain GC moves give invuln while the non-GC versions don't. I don't know that much about sfa3 but at least the corner juggle limit should be accounted for.

Re: Animated Hitbox Data!
Ah, cool stuff. Thanks a bunch.
While we're on the subject, I noticed that certain projectiles leave their hitboxes behind indefinitely, or at least until another of the same kind is performed. Like Jedah's qcb+P claw swipe or any of Victor's electrified normals. And, Dark Forces seem to cause the hitboxes to become offset by quite a large horizontal distance. I don't think these are particularly disruptive, but it might be a problem for attempting to capture unique DF-only moves like Zabel's moveset while activated.
While we're on the subject, I noticed that certain projectiles leave their hitboxes behind indefinitely, or at least until another of the same kind is performed. Like Jedah's qcb+P claw swipe or any of Victor's electrified normals. And, Dark Forces seem to cause the hitboxes to become offset by quite a large horizontal distance. I don't think these are particularly disruptive, but it might be a problem for attempting to capture unique DF-only moves like Zabel's moveset while activated.
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Re: Animated Hitbox Data!
It grabs the pushbox.This would sort of have to be the case because things like Gen's jakouha grab super can still grab a technically invulnerable opponent, and so there must be some hittable box still there for it to grab on to.
It doesn't grab non-throw-jugglable characters, but that matters only in dramatic battle mode.


Dammit/mzk: Can you please add hitboxes for player 3?
Would it be possible to display grab/throw boxes?

I think it the vulnerability box should be in front of the pushbox.
Excellent, thanks. I found only one instance where it's still showing the vulnerability box when it shouldn't. After an air recovery.new version with invulnerability check.

Re: Animated Hitbox Data!
Oh interesting. Hmm "pushbox", that's a good name for it.
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Re: Animated Hitbox Data!
Japan has caught wind of 'yalls marvelous invention http://www37.atwiki.jp/vswiki/pages/27.html
Sakamoto actually did a live stream demonstrating it this morning and it reached about 300 viewers or so. Among them were shux (shu180sx) and DDsasquatch, and several other recognizable names for that matter. Japan salutes you.
Sakamoto actually did a live stream demonstrating it this morning and it reached about 300 viewers or so. Among them were shux (shu180sx) and DDsasquatch, and several other recognizable names for that matter. Japan salutes you.
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Re: Animated Hitbox Data!
Fixed stuff.
http://code.google.com/p/mame-rr/source/detail?r=53
What's a good setup where I can see someone avoid getting hit because of the recovery invulnerability?
http://code.google.com/p/mame-rr/source/detail?r=53
I'd need help for the throwboxes, but player 3 shouldn't be too hard. The cheat codes imply that it's possible to get four players in at once. (?)Buttermaker wrote:Dammit/mzk: Can you please add hitboxes for player 3?
Would it be possible to display grab/throw boxes?
I found only one instance where it's still showing the vulnerability box when it shouldn't. After an air recovery.
What's a good setup where I can see someone avoid getting hit because of the recovery invulnerability?
That's very cool. Maybe this will help Japan get over its fear/hatred of emulators. Did any of them link back to the googlecode page?Xenozip. wrote:Japan has caught wind of 'yalls marvelous invention http://www37.atwiki.jp/vswiki/pages/27.html
Sakamoto actually did a live stream demonstrating it this morning and it reached about 300 viewers or so. Among them were shux (shu180sx) and DDsasquatch, and several other recognizable names for that matter. Japan salutes you.
Re: Animated Hitbox Data!
Not at once, it's just if you are fighting juli/juni it's player 3 and 4.Dammit wrote: The cheat codes imply that it's possible to get four players in at once. (?)
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Re: Animated Hitbox Data!
Here's a save state where it happens.Dammit wrote:What's a good setup where I can see someone avoid getting hit because of the recovery invulnerability?
Re: Animated Hitbox Data!
Awesome, thanks. Hope this hasn't been a hassle for you guys but it's definitely appreciated.Dammit wrote:Fixed stuff.
http://code.google.com/p/mame-rr/source/detail?r=53
Funny story from yesterday: Kajoq was theorizing a rushdown pattern with leilei against bishamon because it was working against a couple bishamon players that give him headaches, MightyMar overheard this theory and was like "We'll see about that, let's load the hitbox viewer" couple minutes later he said "that's going to lose to j.LK or backdash LK", then they argued and so they played... MMar was right. LOL
Kajoq linked it during the live stream and Sakamoto quoted the link then thanked him for linking it, so anyone of the 300+ viewers in the chat would have seen it.Dammit wrote:That's very cool. Maybe this will help Japan get over its fear/hatred of emulators. Did any of them link back to the googlecode page?
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Re: Animated Hitbox Data!
Hi, been a long time since I checked in here. I came across the Vampire Savior hitbox data for a guy who's attempting to do some accurate Mugen conversions. It's great that it helped lead to this awesome script. I hope we'll continue to see new games added for it.
Anyway, since I figured out SF2's hitbox data format a while back, I'll post it here in hopes of aiding support for it:
For SSF2T:
P1 Animation Frame Pointer: FF8468-FF846B
P1 Hitbox List Pointer: FF8482-FF8485
(Add 0x400 for P2)
Projectile 1 Animation Frame Pointer: FF9CFC-FF9CFF
Projectile 1 Hitbox List Pointer: FF9D16-FF9D19
(Subtract 0xC0 for each subsequent projectile slot, up to a total of 8.)
SF2's hitbox list format works like this: Each character/projectile has only one hitbox list it reads from. Each hitbox list begins with 5 2-byte long pointers which identify the starting offset of each sublist from the list's starting address. Each of these sublists is for a different type of box. They are, in order: Head (vulnerability 1), Body (vulnerability 2), Foot (vulnerability 3), Atck (attack), and Body1 (push). The individual box definitions follow the same format as usual (value 00 = center x offset, value 01 = center y offset, value 02 = x radius, value 03 = y radius), however here each value is only one byte, meaning each box definition is only 4 bytes long. Attack box definitions append attack property data, and are each 16 (0x10) bytes long.
Individual box IDs are defined by bytes in the animation frame data as pointed to in the aforementioned animation frame pointer:
Byte 08: Head ID
Byte 09: Body ID
Byte 0A: Foot ID
Byte 0C: Atck ID
Byte 0D: Body1 ID
Note this is partially guesswork based on research I've done on HF, but it should work. Hopefully.
Anyway, since I figured out SF2's hitbox data format a while back, I'll post it here in hopes of aiding support for it:
For SSF2T:
P1 Animation Frame Pointer: FF8468-FF846B
P1 Hitbox List Pointer: FF8482-FF8485
(Add 0x400 for P2)
Projectile 1 Animation Frame Pointer: FF9CFC-FF9CFF
Projectile 1 Hitbox List Pointer: FF9D16-FF9D19
(Subtract 0xC0 for each subsequent projectile slot, up to a total of 8.)
SF2's hitbox list format works like this: Each character/projectile has only one hitbox list it reads from. Each hitbox list begins with 5 2-byte long pointers which identify the starting offset of each sublist from the list's starting address. Each of these sublists is for a different type of box. They are, in order: Head (vulnerability 1), Body (vulnerability 2), Foot (vulnerability 3), Atck (attack), and Body1 (push). The individual box definitions follow the same format as usual (value 00 = center x offset, value 01 = center y offset, value 02 = x radius, value 03 = y radius), however here each value is only one byte, meaning each box definition is only 4 bytes long. Attack box definitions append attack property data, and are each 16 (0x10) bytes long.
Individual box IDs are defined by bytes in the animation frame data as pointed to in the aforementioned animation frame pointer:
Byte 08: Head ID
Byte 09: Body ID
Byte 0A: Foot ID
Byte 0C: Atck ID
Byte 0D: Body1 ID
Note this is partially guesswork based on research I've done on HF, but it should work. Hopefully.
Last edited by felineki on Sun Aug 22, 2010 4:23 am, edited 2 times in total.
Re: Animated Hitbox Data!
Yeah, Middlekick was interested in this stuff too, but he hasn't signed in here since like April. Maybe some one should remind him this forum exists.
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