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CLSNs for KoF XIII discovered. (Read 2908 times)

Started by Niitris, January 28, 2014, 07:09:56 pm
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CLSNs for KoF XIII discovered.
#1  January 28, 2014, 07:09:56 pm
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Might be old (video was uploaded in November).



They will probably be better methods soon, but if you have the phone version of KoF XIII (currently unspecified if it's iOS or Android), it's possible to display the Contact and Hit Boxes for XIII. Probably won't be any use of this in the immediate future (since it was never discovered how it was done afaik), but I guess it can be useful for anyone who interested in making quality characters in 13's style (and 12 I guess).

I'll try to find more information if I can.
Re: CLSNs for KoF XIII discovered.
#2  January 28, 2014, 07:35:20 pm
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Nice find. The hitboxes look similar to the ones in NGBC and KOF XI.
Is a mess. :gonk: Needs sexy new coding to go with sexy sprites.
Re: CLSNs for KoF XIII discovered.
#3  January 29, 2014, 04:40:13 am
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Thank mmcafe, I just stumbled upon it.... yeah that doesn't surprise me too much.

I couldn't get anything else, but I know that there are programs that can run phone games from a CPU. Even if that wasn't the case, the Bandicam watermark shows that a video player can be used to get the frames CLSNs via frame skipping or something.

Only thing now is how to mod XIII to get the CLSN data.
Last Edit: January 29, 2014, 05:32:07 am by Niitris
Re: CLSNs for KoF XIII discovered.
#4  January 29, 2014, 05:50:15 am
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Good ol' SNK... please never change.
Re: CLSNs for KoF XIII discovered.
#5  January 29, 2014, 06:16:19 am
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Very very interesting^^
Re: CLSNs for KoF XIII discovered.
#6  January 29, 2014, 07:53:22 am
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I have this on my android tablet, what do you do to view them?
Re: CLSNs for KoF XIII discovered.
#7  January 29, 2014, 08:50:22 am
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Probably won't be any use of this in the immediate future (since it was never discovered how it was done afaik)



Re: CLSNs for KoF XIII discovered.
#8  July 01, 2014, 04:49:46 pm
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Re: CLSNs for KoF XIII discovered.
#9  July 02, 2014, 03:10:52 am
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Double posting for knowledge.

What people have found in XIII's hitbox data:
Spoiler: lots of pics (click to see content)
Re: CLSNs for KoF XIII discovered.
#10  July 02, 2014, 03:43:24 am
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Idk why, but something just feels.. off about these hitboxes (or maybe it's just me).

Still, might as well take these (along with KI's) as a study guide, since I'm pretty much learning about hitbox placements and how they're used effectively.
Re: CLSNs for KoF XIII discovered.
#11  July 02, 2014, 05:10:03 am
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Don't know about KI3 (will check Youtube one day) but XIII disobeys certain conventions, the two most notable being:

1) Red should never pass Blue (outside a few exceptions).
2) Red should always reach higher than Blue in anti-airs (one of the exceptions).

While it's not "wrong," it doesn't honor the CLSN standards of older games. Also, projectile hitboxes are tiny (poor Andy) and could benefit from being a shade bigger (and certainly placed better).

Small note: King's DF+D (slide command move) can go under projectiles in the older games. In XIII, doesn't work. Also, Kyo and Athena's far Standing D can normally leap over moves like Power wave and other low hitting attacks (also the case in CvS2). That was also removed.
Re: CLSNs for KoF XIII discovered.
#12  July 02, 2014, 05:33:08 am
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1 has been defunct for a good while now. Most attacks in fighters have red coming out of the blue. It's how priority is determined.
Re: CLSNs for KoF XIII discovered.
#13  July 02, 2014, 03:48:24 pm
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Yeah I noticed. :P
Thanks for the correction there.
Re: CLSNs for KoF XIII discovered.
#14  July 02, 2014, 05:28:00 pm
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1. was elecbyte overcompensating because a lot of people did completely the opossite on the early mugen days; attack would have only the red box with no blue box covering the limb at all.
Re: CLSNs for KoF XIII discovered.
#15  July 02, 2014, 06:56:22 pm
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Does that priority thing in mugen even do anything?

The hit boxes in KOF 13 look exactly how I would expect them to look. 
Is a mess. :gonk: Needs sexy new coding to go with sexy sprites.
Re: CLSNs for KoF XIII discovered.
#16  July 03, 2014, 12:03:23 am
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Does that priority thing in mugen even do anything?

If one hitdef has a higher priority value than another then attacks simply don't trade, the higher priority will still hit and the other one is ignored. so nothing like conventional games
Re: CLSNs for KoF XIII discovered.
#17  July 04, 2014, 04:46:05 pm
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I realize I'm splitting hairs here, but it could be used to replicate the system Virtua Fighter uses, where higher damage attacks always take priority over lower damage attacks. Trades only ever occur in VF if the two attacks do the exact same damage.

But yeah, as far as typical 2D fighters go, "priority" is generally an umbrella term for things like hitboxes, frame data, etc and not an actual numerical attribute of an attack. In MUGEN it IS though, which means that actually using it in most cases results in something less faithful to most games.


edit: duh, forgot to add what I was originally going to post - this is a pretty awesome discovery!