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Everything posted by Pasky
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Guilty Gear XX #Reload/Accent Core/Accent Core+ Collision Box Viewer
Pasky replied to Pasky's topic in Guilty Gear General
It means the hook couldn't find pcsx2.exe. Perhaps you renamed it, or don't have admin privelages. Will probably be re-writing this hook so it will not have any pre-requisites -
Guilty Gear XX #Reload/Accent Core/Accent Core+ Collision Box Viewer
Pasky replied to Pasky's topic in Guilty Gear General
I'm not dead, just been very busy with work and school. I just caught up on a lot of PM's people have sent. I would appreciate donations, but of course aren't required and hope no one feels obligated to do so but there have been times I wanted to contribute to someone who has done something for a community I was interested in. You can donate to me at xo_meli_ox (a.t.) yahoo.com and all donations are much appreciated and go towards my hobbies (my favorite being reverse engineering ) -
Guilty Gear XX #Reload/Accent Core/Accent Core+ Collision Box Viewer
Pasky replied to Pasky's topic in Guilty Gear General
Apparently little eddie is considered a projectile. I thought I needed to add him because the overlay wouldn't show his hurt box, but the hooked version does. I guess I just left something out in the overlay version, either way it doesn't matter, he's working correctly and that's one less thing I have to do. -
Guilty Gear XX #Reload/Accent Core/Accent Core+ Collision Box Viewer
Pasky replied to Pasky's topic in Guilty Gear General
Yes, it's for the NTSC-U version of the game. -
Guilty Gear XX #Reload/Accent Core/Accent Core+ Collision Box Viewer
Pasky replied to Pasky's topic in Guilty Gear General
If someone can figure out how to not load backgrounds, you could make animated GIF's for the wiki. -
Guilty Gear XX #Reload/Accent Core/Accent Core+ Collision Box Viewer
Pasky replied to Pasky's topic in Guilty Gear General
Updated the first post, added the new Direct3D hook version for pcsx2 , also got rid of the old overlay's since they are now obsolete. -
Guilty Gear XX #Reload/Accent Core/Accent Core+ Collision Box Viewer
Pasky replied to Pasky's topic in Guilty Gear General
Hooks working, added the box drawing logic, it looks great at 60FPS!!! Much better than the overlay since it's rendering directly to the Direct3D device with no delay. Also I added the ability to show only outlines by setting the box opacity to 0% (or you can set to 100% so its totally opaque): Almost done. Need to add the push/throw boxes (and hopefully calculate the aerial ones, if not it can wait). I still have that stupid issue when the camera zooms out, I haven't solved it yet, I got 2 options, solve it or lock the camera to always stay zoomed in. I'll do the former until I can figure out the latter. BONUS: 60FPS capture of it in action http://www.filesend.net/download.php?f=9355f23f46ad0c8d27b2564a53e1a29b -
Guilty Gear XX #Reload/Accent Core/Accent Core+ Collision Box Viewer
Pasky replied to Pasky's topic in Guilty Gear General
Good news for those wanting the AC+ viewer. I successfully wrote a DirectX9 hook and can now draw directly to the direct3D device the emulator uses (PCSX2). This means Windows Aero will no longer be required (Just .NET 3.5), every box will be drawn each frame and a significant speed boost. Eventually I can make one for Direct3D11 for demul (There is a DirectX9 plugin demul uses that will work fine). I don't think #Reload will be possible because I can't find a lot of information about Direct3D8 to hook to it or even draw using SlimDx with it. http://snag.gy/q5Zam.jpg -
In that case, it's already on the PSP :P. EDIT: Read more, so the vita was +R then...okay nevermind.
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But is that R+ or just AC+?
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Guilty Gear XX #Reload/Accent Core/Accent Core+ Collision Box Viewer
Pasky replied to Pasky's topic in Guilty Gear General
It draws smoothly for me, perhaps your PC is slow? I know there is an issue where sometimes a box doesn't get drawn, but this is a drawback of using an overlay. I plan to write an actual Direct3D hook so windows 7/vista and windows aero would no longer be required. This would also fix the issue of the overlay not drawing every frame because it didn't read the games memory fast enough since nothing would be rendered until everything has been calculated. This will have to wait until I have more time however. This is something I noticed as well, there is an extra calculation done to the aerial throw/push boxes Y offset I have yet to figure out (aerial push boxes seem to be higher up than what is currently being displayed). While on the ground I verified it's correct. -
Guilty Gear XX #Reload/Accent Core/Accent Core+ Collision Box Viewer
Pasky replied to Pasky's topic in Guilty Gear General
Ya, GG boxes are definitely interesting, I'm used to seeing the capcom boxes and they follow a totally different convention. Offtopic....are you gonna be repping Potemkin at NEC today? -
Guilty Gear XX #Reload/Accent Core/Accent Core+ Collision Box Viewer
Pasky replied to Pasky's topic in Guilty Gear General
Added a regular pcsx2 version (uses latest svn revision 5464) to the download list Window settings must be 800x600 and use the Gxdx video plugin. -
Guilty Gear XX #RELOAD frame data sheets
Pasky replied to SHOOTtheMoon's topic in Guilty Gear General
What do you mean by this? Via emu? -
Guilty Gear XX #Reload/Accent Core/Accent Core+ Collision Box Viewer
Pasky replied to Pasky's topic in Guilty Gear General
Update to v0.6: Push boxes added to all 3 versions, default color for them is green. Push boxes in guilty gear also act as the players throwable box. Another interesting thing to note is that if you crouch your throwable/push box gets slightly wider. -
Guilty Gear XX #Reload/Accent Core/Accent Core+ Collision Box Viewer
Pasky replied to Pasky's topic in Guilty Gear General
Updated the overlay. No longer draws a vulnerability box when they are invincible and shows the remaining invincibility frames. Also added Demul and PCSX2-rr to the download list. Be sure to set their window sizes to 800x600 in the graphics plugin. GGXX AC+ also requires a skip mpeg patch in pcsx2-rr, I'll explain more when I get time. -
Guilty Gear FAQ Thread - Ask your questions here!
Pasky replied to Kairi's topic in Guilty Gear General
Thanks, the Potemkin mirror in this tourney (http://www.youtube.com/watch?v=m0qM2293P0M&list=PLhsXh_3znPcenEd9ljX4Aa5QJZ7X9GhLE&index=1&feature=plpp_video) was so good. -
Ok well a bit of bad news. I tried to port this to NULLDC, but null dc uses so many pointers within pointers I can't keep track of where the memory is and would crash the emu when I tried to read memory from it. So instead, I ported to Demul...however I get the same result. Boxes are 1 frame ahead of the sprites. Which leads me to believe this is an emulation issue and not much I can do about it. However, this is just an annoyance for making the hitboxes overlapping the sprites because the box viewer and the game are 2 separate windows so you just need to capture both and just line them up later, I don't expect anyone to do this I'll probably get around to doing it myself unless I can some how solve the overlap. Anyways, Demul was added:
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Guilty Gear FAQ Thread - Ask your questions here!
Pasky replied to Kairi's topic in Guilty Gear General
Any recent AC tourney videos with top plays like Fab and such recently? I haven't seen a newer 21 on 21 or anything similar in a long time =/. -
UPDATED: I have created a Direct3D 9 Hook for use with PCSX2 (test with svn 5462, should work with any PCSX2 versions past and possibly a few before) Guilty Gear Accent Core Plus. It's lacking the push boxes, and little Eddie's boxes (he will be easy to add, I'm just lazy and never found his base address) currently, but other than that it works flawlessly. The best part about the new version is it draws directly to the Direct3D device used by PCSX2, this means you can record it with fraps or any other video capture directly at 60fps so the boxes for all the various moves can finally be documented correctly! The reload overlay is still available for download, but I've deleted the Demul and pcsx2-rr versions as they are no longer necessary to have as overlays because this can be ported to that. #Reload will most likely not get a hook method because I'm unsure how to hook to Direct3D 8. The new Direct3D hook version is available for download on the link below. BE SURE TO READ THE README INSIDE THE ZIP. DOWNLOADS: http://code.google.com/p/guilty-gear-collision-box-overlay/downloads/list Requirements: SlimDX SDK: http://code.google.com/p/slimdx/downloads/detail?name=SlimDX SDK (January 2012).msi Windows 7 SDK Downloadable: http://www.microsoft.com/en-us/download/details.aspx?id=3138 ISO version (Use this if the above fails, GET: 'GRMSDK_EN_DVD.iso' file size: '567.3 MB'): http://www.microsoft.com/en-us/download/details.aspx?id=8442 PCSX2 Configuration: 1. Make sure you have your video plugin set to GSDX 2. Under Config-> Video->Plugin Settings->GSDX-> Renderer, select 'Direct3D 9 (hardware)' or 'Direct3D 9 (software)'. 3. Under Config-> Video->Window Settings-> Custom Window Size, set to 800x600. Usage: Extract all the contents of the zip to a directory. Run the executable. Make sure PCSX2 is running and GGAC+ is loaded. Just press the button and watch the magic unfold. Notes: If you switch window size or blitters after the hook was created the hook will no longer exist and you must restart pcxs2, the program and start over. It will only draw the boxes during a match (this includes training mode/survival/whatever). You'll know it's hooked if you see the configuration window pop up. I only tested this with pcsx2 svn 5462, it should work with any revision that pcsx2 uses with the memory start pointer set to 0x20000000. Screens: [video=youtube_share;pkUespHC_eg]http://youtu.be/pkUespHC_eg&fmt=18[/video]
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I attempted to fix the delay on the box in pcsx2-rr but failed. I can't seem to sync with the frame counter. I'll try to get a hold of the author or someone else who could possibly modify pcsx2-rr to register after instead of before. Worst case scenario, I'll port this to the Naomi emulator, but won't have frame advance =/. I'm going to see if I can get #reload with netplay working and just release as is for now.
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This is the power of frame advance. Also, it shows pcsx2-rr's render logic and how the hitboxes are 1 frame ahead. I will attempt to fix this (I can actually use the frame counter pcsx2-rr has and just draw 1 frame late, hopefully anyways). Apparently I'm missing a projectile type, some of justice's beam attacks are not showing.
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Yes of course, I intend to release this publicly when I feel it's ready, which shouldn't be long, I have no intentions of keeping this to myself. Right now it's not user friendly and can crash because I don't have any checks in place to only draw when there is a match or when the window is in focus, it's just always drawing while its open, regardless if the data exists or not. However....The viewer for #reload only works on the good old games version of #Reload. It may or may not work on the Netplay patch or Japanese #reload, that's not to say I can't change that, but as it is right now, that's the way it is. The PCSX2-rr ver works fine using the latest release build (its no longer under development, but it has frame advance). You need to add a Skip MPEG patch in order to play AC+ in this old version of pcsx2 which is easy to add. The window size must also be 800x600 until I add my own scaling logic. Most importantly...it requires windows 7 with Windows Aero turned on. I didn't write a DirectX hook, this is actually a transparent window overlaying the emulator and PC version of the game (Which means they need to be in windowed mode). I plan to some to at some point make a version of my overlays with a directx hook, the problem with that though is it isn't universal anymore and every game/emulator has to hacked in a unique fashion. Using an overlay all I need to do is find the window and make my own scaling logic. Anyways, expect a release soon, I got a lot of school work this week, but I wanted to really finish out the meat of this on the weekend and considering I got both #reload and AC+ done in the same day, I'd say mission accomplished! XD
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And the fruits of my labor have blossomed. Haha, Justice's 2H is a projectile during the later frames. Keep in mind, due to how the emulator renders frames (it renders the previous frame, but keeps memory ahead) all the boxes are actually 1 frame ahead of the frame data. Nothing I can do about that, it's just the way PCSX2-rr works. Maybe I can come up with a work around (maybe a buffer? but i'd need some way to keep track of frames, no idea). REMINDER: All boxes are 1 frame ahead of their sprites in pcsx2-rr (not the PC reload though).