Altimor Posted January 24, 2016 Posted January 24, 2016 Update 2016-01-24 19:27: Now follows camera angle properly Update 2016-02-01 14:35: Now supports projectiles and shows inactive boxes as hollow Update 2016-02-06 22:14: Now accounts for objects' angle and size Update 2016-04-12 00:46: Now shows pushboxes and throwboxes, has a special color for hurtboxes in counterhit state Update 2016-04-12 18:14: Fixed a bug that caused throw range to be displayed improperly Update 2016-04-12 22:49: Added GIF mode, toggle with F1 Update 2016-04-12 23:30: Disabled hit detection in GIF mode for close normals Update 2016-04-13 12:04: Added F2 to toggle gravity for better shots of jumping attacks Update 2016-04-13 13:21: Now shows throw invulnerability (hollow pushbox) Update 2016-04-16 04:29: Major throwbox and pushbox accuracy improvements, now shows wakeup invuln and throw invuln in OTG state Screenshot: http://images.akamai.steamusercontent.com/ugc/368534884780137781/E7DD042A2841104516254BA4C392E506F852FB8A/ Download: https://mega.nz/#!RsBzBZJD!kf03isc1ZU0BNikg1uqmuoJndKZCmpeZLKh3KcOduLU DLL source code: https://gist.github.com/AltimorTASDK/e236da6255d16b3ddd3e Injector source code: https://gist.github.com/AltimorTASDK/a3bd33e2c0518be45c92 How to use: Open GGXRD Run injector Press buttons
shtkn Posted January 24, 2016 Posted January 24, 2016 This is amazing! I just dled it and tried it out, thank you for making this! I assume it's a work in progress, I don't see hitboxes for projectiles, and throws, but this is still awesome nonetheless
Altimor Posted January 24, 2016 Author Posted January 24, 2016 6 minutes ago, shtkn said: This is amazing! I just dled it and tried it out, thank you for making this! I assume it's a work in progress, I don't see hitboxes for projectiles, but this is still awesome nonetheless Yea, projectiles don't show yet. I'm looking into it but this game is very strange to work with. There are also some extra flags I need to deal with, eg Leo's parry shows its hitbox constantly even if it's not triggered.
jedpossum Posted January 24, 2016 Posted January 24, 2016 23 minutes ago, Altimor said: Yea, projectiles don't show yet. I'm looking into it but this game is very strange to work with. There are also some extra flags I need to deal with, eg Leo's parry shows its hitbox constantly even if it's not triggered. There is two pointers for projectiles/extra graphics in the character memory (+0x204).
Altimor Posted January 24, 2016 Author Posted January 24, 2016 1 minute ago, jedpossum said: There is two pointers for projectiles/extra graphics in the character memory (+0x204). That shows attached projectiles like from dusts, but not real projectiles.
fiendmaw Posted January 24, 2016 Posted January 24, 2016 How will this work with the Steam Anti Cheat thing?
Altimor Posted January 24, 2016 Author Posted January 24, 2016 1 minute ago, fiendmaw said: How will this work with the Steam Anti Cheat thing? Xrd doesn't use Valve Anticheat
shtkn Posted January 24, 2016 Posted January 24, 2016 also noticed that some invul (such as volcanic viper, ride the lightning, burst etc) still show hitboxes, i assume those are property based instead, though the hitbox viewer doesn't show it
jedpossum Posted January 24, 2016 Posted January 24, 2016 7 minutes ago, Altimor said: That shows attached projectiles like from dusts, but not real projectiles. You might want to take another look.
ChexGuy Posted January 24, 2016 Posted January 24, 2016 amazing work! worth mentioning that it didn't work until I ran the injector in admin mode but I guess everyone knows to run stuff in admin mode nowadays
Friedslick6 Posted January 24, 2016 Posted January 24, 2016 Thank you for this, very helpful already. Will you account for X/Y/Z camera rotation eventually? I could give you a Cheat Engine table with the addresses if it would help.
Jakestation Posted January 24, 2016 Posted January 24, 2016 Guy from our scene posted that. It doesnt hit sin btw. So guess there is still small errors.
CommieCanuck Posted January 24, 2016 Posted January 24, 2016 Sick work dude. I'm sure the community will be more than glad for it! Some interesting finds to say the least lmao.
Xenozip Posted January 25, 2016 Posted January 25, 2016 This is glorious! \o/ Thank you, thank you, thank you!
Altimor Posted January 25, 2016 Author Posted January 25, 2016 Updated, now follows camera rotation properly http://images.akamai.steamusercontent.com/ugc/368534884782863433/45E8D015FE0257AF50F25C51B5B23458D58180EB/
heavymetalmixer Posted January 25, 2016 Posted January 25, 2016 23 minutes ago, Pomparomp said: Omg KILL HER!
Altimor Posted January 25, 2016 Author Posted January 25, 2016 1 hour ago, Jakestation said: Guy from our scene posted that. It doesnt hit sin btw. So guess there is still small errors. I don't know what causes this, but it seems to be related to that particular attack and isn't a general scaling problem (Axl's pokes are all accurate) or a problem with Sin's hurtboxes.
Banoffee Posted January 25, 2016 Posted January 25, 2016 14 minutes ago, Altimor said: I don't know what causes this, but it seems to be related to that particular attack and isn't a general scaling problem (Axl's pokes are all accurate) or a problem with Sin's hurtboxes. Maybe it's related to the opponent's pushbox, or origin on the x axis? Like it has to connect with the character's center so that the pulling animation doesn't look too weird.
Volt Posted January 25, 2016 Posted January 25, 2016 49 minutes ago, Pomparomp said: Who was the madman that though giving Elphelt ANOTHER disjoint was a good idea!? Btw, great tool, this is a great help for the community.
Nyaa Posted January 25, 2016 Posted January 25, 2016 Is this too much? This hitbox viewer rocks. I just wish it showed Rams sword normals but those are lacking.
spycho Posted January 25, 2016 Posted January 25, 2016 https://youtu.be/4DIccoogw8c The foot invi while he's sliding lol
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