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Obtaining CLSN accurate data in Daraku Tenshi - The Fallen Angels (Read 2994 times)

Started by XGargoyle, February 24, 2014, 08:23:28 pm
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Obtaining CLSN accurate data in Daraku Tenshi - The Fallen Angels
#1  February 24, 2014, 08:23:28 pm
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There you go: http://xgargoyle.mgbr.net/daraku_clsn/daraku_clsn.html

2 years ago, in order to improve my Yuiren character and make it even more accurate, I decided to investigate if there was a way to obtain CLSN accurate data in Daraku Tenshi - The Fallen Angels. The only way to do it was through ArtMoney, and after some heavy reverse engineering, I was able to obtain the CLSN data and make it useful for Mugen developers.

The current implementation involves using my ArtMoney table and a spreadsheet file I made specifically for converting the data from the game to Mugen values. The spreadsheet is compatible with Excel 2007 or later. I don't know if the file will be compatible with other applications, so if there are incompatibilities, just let me know.

The method of extracting the data is not user-friendly and you need to have a good knowledge of ArtMoney's functionality, because there's no real visibility of the hitboxes on-screen. You will work with only numbers and no visual cues on the emulator.

In order to improve the data extraction process, I even tried contacting the guy who did the LUA script with the CPS hitbox viewer, but due to other priorities he has been unable to compile a script.

If anyone has feedback or ideas on how to improve the tutorial, the tools or the data extraction method, please share them here with all of us. I just hope my long research could be useful to anyone. Unfortunately, it's a pity that there are so few characters released from the original game, and all of them so far have been terribly coded with inaccurate data.

Also, if anyone has questions on the overall process, I'll be more than happy to provide a more detailed explanation. I'm mostly positive that the technique I used to find the CLSN data in Daraku Tenshi could be applicable to other games.

For those interested, the research took me about one month of finding the right addresses and understanding their values. Understanding the last address (and most important one) actually took 2 additional weeks. I should thank my wife for "supporting" me during all that time :)

Now, enjoy one of my proudest works in Mugen:
http://xgargoyle.mgbr.net/daraku_clsn/daraku_clsn.html
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Re: Obtaining CLSN accurate data in Daraku Tenshi - The Fallen Angels
#2  February 25, 2014, 01:11:44 am
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I haven't read the entire tutorial yet. Stopped at the part talking about possibly altering the width or axis of the CLSN. I just want to say this tutorial is FANTASTIC.

I really want to try this on a game. Probably not Vampire Collection. I don't think Dee alone would be worth the trouble. I may have to try it for CVS2 though. There's no CLSN viewing option for this game yet, correct?

You're insanse to go through this much work to find this. I love you.

ink

Re: Obtaining CLSN accurate data in Daraku Tenshi - The Fallen Angels
#3  February 25, 2014, 01:41:17 am
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My jaw was dropped the whole time I read through this!

Very awesome. Great read.
Re: Obtaining CLSN accurate data in Daraku Tenshi - The Fallen Angels
#4  February 25, 2014, 04:07:06 am
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I haven't read the entire tutorial yet. Stopped at the part talking about possibly altering the width or axis of the CLSN. I just want to say this tutorial is FANTASTIC.

I really want to try this on a game. Probably not Vampire Collection. I don't think Dee alone would be worth the trouble. I may have to try it for CVS2 though. There's no CLSN viewing option for this game yet, correct?

You're insanse to go through this much work to find this. I love you.

afaik no, some gameplay guides have clsns, I don't know how accurate they are, but rather than being a hindrance they should be help.
Re: Obtaining CLSN accurate data in Daraku Tenshi - The Fallen Angels
#5  February 25, 2014, 04:47:48 am
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I really want to try this on a game. Probably not Vampire Collection. I don't think Dee alone would be worth the trouble. I may have to try it for CVS2 though. There's no CLSN viewing option for this game yet, correct?

Not yet, and yes, JNP, someone has apparently found a way to interpret the CLSN data from files for MvC2 and CvS2. He has also managed to get it from memory, though I don't know how to get to that space as I haven't bothered to really look at what his screens say.


It'd be nice if we could somehow get a script running to draw CLSN on top of PCSX2, but it has no native scripting support, so doing it could be a little tricky.

Vampire Collection is a no-brainer: use the same data that the arcade games use because the offsets are emulator-independent. But again, it'd be easier if creators could visualize it.
Last Edit: February 25, 2014, 04:53:16 am by Jesuszilla
Re: Obtaining CLSN accurate data in Daraku Tenshi - The Fallen Angels
#6  February 25, 2014, 01:45:52 pm
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Daraku Tenshi is a cool but very underrated game and this tutorial is so complete. I hope this make more creators to create DT chars for MUGEN, especially when Taro isn't made yet and almost all chars made  are by Tommy-Gun, who's very offline now. Thanks a lot XG for the effort :thumbsup:
Re: Obtaining CLSN accurate data in Daraku Tenshi - The Fallen Angels
#7  February 25, 2014, 05:15:57 pm
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Reads the tutorial.

. . .

:stare:

U MAD
Re: Obtaining CLSN accurate data in Daraku Tenshi - The Fallen Angels
#8  February 26, 2014, 04:29:51 am
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I still don't even know WTF is going on in that tutorial. All I see are pics of the game, and values found in ArtMoney. The rest, I can't figure out WTH is going on. X_X

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Re: Obtaining CLSN accurate data in Daraku Tenshi - The Fallen Angels
#9  February 26, 2014, 09:33:06 am
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JNP: I'm pretty sure that the technique I used could be applied to other games/platforms. At the end, you're basically looking for coordinates and values, and these are all stored in memory so that ArtMoney could crawl through them :) The hard part is deciphering and understanding the values used by the game.
ArtMoney won't be able to directly obtain all the address related to the hitboxes, but finding the hitbox activator should be rather easy to find after a couple of hours of filtering results. Always use the same attack and freeze the game on the same frame, if you add variation, then you may miss the right address. For example, in Daraku Tenshi, a kick and a punch could have different values in the activator address, if I had filtered the results using different attacks, the right address would have been missed.

Once you're able to place all the found results in a table and save it, it's just a matter of patience to freeze one by one until you find the hitbox activator. This will be your starting point for applying the method of the second part of my tutorial, which is the real way to find all the related addresses to the boxes.

Mario: Really? :muh: Based on your mugen experience, I don't know if that was irony or a legit post.

In any case, please understand that sometimes it's quite a challenge to convey difficult concepts and thoughts in a tutorial, even more challenging when English is not my first language. If there are parts which are hard to understand or could be explained in a different way, please feel free to point them out. I try to do my learning material as much as accessible to everybody, but sometimes, there are things that unless you have a strong knowledge base it won 't be possible to grasp it.
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Re: Obtaining CLSN accurate data in Daraku Tenshi - The Fallen Angels
#10  February 26, 2014, 09:58:18 pm
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I don't know N-Mario's experience with artmoney, but everything I read makes a lot of sense to me so far. I think you worded and illustrated the tutorial quite well.
Re: Obtaining CLSN accurate data in Daraku Tenshi - The Fallen Angels
#11  February 28, 2014, 07:26:54 am
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Me too. This is really well done.

I wish I had the patience to deal with collision data like this, the farthest I've gone is measuring them.

I would probably say it does require at least elemental artmoney and refined coding knowledge though. As it is, I think it's really well made and worded for an intermediate-level coder, IMO.