ConHuevosGuey Posted February 26, 2012 Posted February 26, 2012 Similar to the ones for SSF4 or SSF2T? Maybe in a published book in Japan or debug build? I.E.:
Hellmonkey Posted February 26, 2012 Posted February 26, 2012 IIRC someone figured out how to do this using the #Reload PC version, and it's at least been done for that game (a lot of frame data is the same, or you can read the changes since then). Not sure about new stuff like FBs, or where the reload ones ended up though.
Dream Maker Posted February 26, 2012 Posted February 26, 2012 (edited) Here's one : http://www.packupload.com/downloading?f=BIA0A242D06 Quality isn't very good and it's not frame by frame but at least you have everything. PS : Credit goes to Joe Higashi for this. Edited February 26, 2012 by Dream Maker
ConHuevosGuey Posted February 26, 2012 Author Posted February 26, 2012 (edited) Nice thanks, how were those obtained? I noticed ABA and she isn't in reload. This even has some of the force breaks... How was this done? Thanks again. Edited February 26, 2012 by ConHuevosGuey
Pasky Posted February 27, 2012 Posted February 27, 2012 (edited) I'm interested in this as well, I've been reversing #Reload on PC and found the hit detection function but haven't quite figured out how the game pieces together the hitbox data for each character. Looking at those pictures I see that normals can also have more than 1 active hitbox (as well as projectiles) so that's good to know. I've been piecing it together little by little in my free time in IDA, ollyDBG and cheat engine to debug. If someone has more information on how the hitbox data is generated in game, it would save me time and I could make an overlay that would display them in real time, the same way I did for vampire savior and super turbo. ST: http://shoryuken.com/forum/index.php?threads/super-street-fighter-ii-turbo-ggpo-hitbox-overlay.143840/ VS: http://shoryuken.com/forum/index.php?threads/vampire-savior-ggpo-hitbox-overlay.151676/ So far I've found the hit detection function, but that's about it, it's quite a pain piecing it all together, but assuming not much changed in how the game generates the hitboxes I could make an overlay for Accent core plus as well that would just overlay over an emulator. Just a glimpse of some of the notes and progress I've made: But rather than trying to reinvent the wheel if someone has done this before, I'd appreciate the information and be glad to release the overlay for all to use. I've tried googling "Joe Higashi" with numerous words attached such as "hitbox" "guilty gear" etc. but googling a character from a fighting series with hitbox in it brings terrible results. TLDR: If someone has the old information on how the hitboxes were obtained I can make a overlay for everyone to use for all versions of guilty gear. Edited February 27, 2012 by Pasky
Blade Posted February 27, 2012 Posted February 27, 2012 I'm sure once AC+ hits X-Box Live, Circ or his ilk will find a way. Just gotta be patient, guys. :D
Dream Maker Posted February 27, 2012 Posted February 27, 2012 I have no info on how he did that. Maybe it is only possible on arcade version with some kind of debug mode, I don't know.
Pasky Posted February 29, 2012 Posted February 29, 2012 Minor update on progress. I found where the game is accessing the attack hitbox data, just need to see how it is manipulating it. I can of course change the data directly and extend the hitbox :P. (Apparently potemkin's 5P might have 2 hitboxes seeing that huge gap in between and I was editing two DWord addresses). Still haven't quite figured out how it works but I'll get there.
Ephraim Posted February 29, 2012 Posted February 29, 2012 nice work! when you say IDA you mean this? http://www.hex-rays.com/products/ida/index.shtml
ConHuevosGuey Posted February 29, 2012 Author Posted February 29, 2012 Looks like the same thing to me.
Pasky Posted November 24, 2012 Posted November 24, 2012 (edited) Sorry, haven't posted in a long time. I did recently pick this back up and made a lot of progress. I figured out exactly how hitboxes are calculated in #Reload. I also tested and confirmed that AC+ uses the same box formula (ps2 ver) and applied it to that as well. I still have quite a few things to iron out, such as the scale zoom (when camera zooms in and out when the 2 players are far enough), I need to figure out how the game determines how many boxes are being displayed. Here's a video of it in action with Sol: Keep in mind this is only displaying the 1st box the pointer is looking at, I believe there can be 3 at once and I suppose it shifts. Which is why the box will move from his arm/legs/body/head because this box[0] is in that position for the different animation frames. http://snag.gy/rhfNX.jpg Anyways, I'll post progress when it's made. <3 Guilty Gear. Edited November 24, 2012 by Pasky
Pasky Posted November 24, 2012 Posted November 24, 2012 (edited) MUA HAHAHAHAHA Edited November 24, 2012 by Pasky
Seku Posted November 24, 2012 Posted November 24, 2012 Pasky if you can make videos of this ( 1 video per character doing all of their moves with their hittable/hit boxes as well ), I will literally worship you.
Pasky Posted November 25, 2012 Posted November 25, 2012 I intend to. Actually, my real plan is once I've figured out the #reload engine, I'm going to port this to overlay on pcsx2-rr (I know for sure AC+ uses the exact same hit detection because I've already tested by editing boxes) and that way frame advance can be viewed! So you can view all boxes on a per frame basis . Also found out there can be as many as 6 boxes at one time for vuln/attack....and that's just the most i've seen, there's possibly more.
Pasky Posted November 25, 2012 Posted November 25, 2012 (edited) And....I figured out how to calculate multiple boxes...including the hit and hurts . I still haven't fixed the camera zooming (I have the X scaling correct, it's the Y I can't figure out ) Edited November 25, 2012 by Pasky
Pasky Posted November 25, 2012 Posted November 25, 2012 A bit hard to see the red hit boxes because of youtubes 30fps and they aren't active very long, but here's the overlay in action. Boxes float upward because i haven't fixed the camera scaling =/. Need to do projectiles, some moves are projectiles like Sol's tyrant flame 2nd hit, Slayer's ground pound deal appears to be a projectile on the ground which is why it doesn't show up ( or maybe its another box type I need to implement).
Pasky Posted November 25, 2012 Posted November 25, 2012 Ah nevermind, I guess slayers box isn't a projectile, it's just active for a very brief period of time and hard to see the box.
Pasky Posted November 25, 2012 Posted November 25, 2012 (edited) Projectiles added Edited November 25, 2012 by Pasky
Pasky Posted November 25, 2012 Posted November 25, 2012 And just about done. I finally fixed the Y scaling on the camera zoom and everything seems to work nicely. I guess just the push boxes and throw boxes are missing. I'll be applying this to pcsx2-rr soon for the whole purpose....getting AC+ boxes with frame advance .
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