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Posted

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.

Posted (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 by ConHuevosGuey
Posted (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:

flow1.jpg

flow2.jpg

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 by Pasky
Posted

I'm sure once AC+ hits X-Box Live, Circ or his ilk will find a way. Just gotta be patient, guys. :D

Posted

Minor update on progress. I found where the game is accessing the attack hitbox data, just need to see how it is manipulating it.

facing.jpg

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.

  • 8 months later...
Posted (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 by Pasky
Posted

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.

Posted

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.

Posted (edited)

And....I figured out how to calculate multiple boxes...including the hit and hurts :).

igJXZ.jpg

CXLhs.jpg

g6EI7.jpg

cnR9k.jpg

hRgWA.jpg

xd82L.jpg

I still haven't fixed the camera zooming (I have the X scaling correct, it's the Y I can't figure out :( )

Edited by Pasky
Posted

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).

Posted

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.

YIZQ8.jpg

Posted

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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